Angel, Planetar

Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.

Planetar CR 16

XP 76,800
NG Large outsider (angel, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect snares and pits, low-light vision, true seeing; Perception +27
Aura protective aura

DEFENSE

AC 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, –1 size; +4 deflection vs. evil)
hp 229 (17d10+136); regeneration 10 (evil weapons and effects)
Fort +19, Ref +11, Will +19; +4 vs. poison, +4 resistance vs. evil
DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 27

OFFENSE

Speed 30 ft., fly 90 ft. (good)
Melee +3 holy greatsword +27/+22/+17 (3d6+15/19–20) or slam +24 (2d8+12)
Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 16th)

Constantdetect evil, detect snares and pits, discern lies (DC 20), true seeing
At willcontinual flame, dispel magic, holy smite (DC 21), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear (DC 18), speak with dead (DC 20)
3/dayblade barrier (DC 21), flame strike (DC 22), power word stun, raise dead, waves of fatigue
1/dayearthquake (DC 25), greater restoration, mass charm monster (DC 25), waves of exhaustion

Cleric Spells Prepared (CL 16th)

8thearthquake (DC 25), fire storm (DC 25)
7thholy word (DC 24), regenerate (2)
6thbanishment(DC 23), greater dispel magic, heal, mass cure moderate wounds (DC 23)
5thbreak enchantment, dispel evil (2, DC 22), plane shift (DC 22), righteous might
4thdeath ward, dismissal (DC 21), neutralize poison (DC 21), summon monster IV
3rdcure serious wounds (2), daylight, invisibility purge, summon monster III, wind wall
2ndalign weapon (2), bear’s endurance (2), cure moderate wounds (2), eagle’s splendor
1stbless (2), cure light wounds (4), shield of faith
0 (at will)— detect magic, purify food and drink, stabilize, virtue

STATISTICS

Str 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24
Base Atk +17; CMB +26; CMD 40
Feats Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Acrobatics +24, Craft (any one) +26, Diplomacy +27, Fly +26, Heal +24, Intimidate+27, Knowledge (history) +23, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +20
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self)

SPECIAL ABILITIES

Spellcasting

Planetars cast divine spells as 16th-level clerics. They do not gain access to domains or other cleric abilities.

ECOLOGY

Environment any good-aligned plane
Organization solitary or pair
Treasure double (+3 holy greatsword)

Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace.

Section 15: Copyright Notice

Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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