PLANETAR – 5e stats

Large celestial (angels), lawful good

Armor Class 19 (Natural Armor)
Hit Points 200 (16d10+112)
Speed 40 ft., fly 120 ft.

Proficiency Bonus +5
Proficiency Bonus +7 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
24 (+7)20 (+5)24 (+7)19 (+4)22 (+6)25 (+7)

Saving Throws Con +12, Wis +11, Cha +12
Saving Throws (suggested) Str +12, Dex +10, Con +12, Int +9, Wis +11, Cha +12
Skills Perception +11
Skills (suggested) Athletics +12, Arcana +9, History +9, Insight +11, Intimidation +12, Perception +11, Persuasion+12, Religion +9
Damage Resistance Radiant; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., passive Perception 21
Languages All, Telepathy 120 ft.
Challenge 16 (15,000 XP)

Angelic Weapons. The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness. The planetar knows if it hears a lie.

Innate Spellcasting. The planetar’s spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The planetar makes two melee attacks.
  • Multiattack (suggested). The planetar make four melee attacks.
  • Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
  • Holy Avenger Greatsword +3. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 10) slashing damage plus 22 (5d8) radiant damage.
  • Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A planetar is a powerful celestial being that serves as a messenger of the gods and a general of the heavenly armies. They are imposing and majestic, with opalescent green skin and white wings. They have glowing blue eyes that can pierce through any deception. They are usually bald, but some may have long hair of different colors. They are about 8 to 9 feet tall and weigh about 500 pounds. They can speak any language and communicate telepathically with any creature within a 120-foot range.

COMBAT

A planetar is a formidable opponent in combat, wielding a greatsword that deals extra radiant damage. They can also cast a variety of divine spells, such as blade barrier, flame strike, raise dead, and control weather. They can also transform themselves into any creature or object they desire. They have resistance to radiant damage and nonmagical physical attacks, and they have advantage on saving throws against magic. They can detect evil and good, and they can see through any illusion or darkness. They are fearless and relentless in their pursuit of justice and righteousness.

HABITAT / SOCIETY

A planetar dwells in the Upper Planes, where they serve the will of their deity. They are often sent on missions to other planes, either to deliver messages, to aid the faithful, or to fight against evil. They are loyal and obedient to their god, but they also have some autonomy and free will. They are not bound by any hierarchy or rank among themselves, but they respect the authority of solars, who are even more powerful celestials. They sometimes work with other good-aligned creatures, such as devas, couatls, or unicorns.

A planetar aids only the most powerful mortal servants of good. As a rule, characters of at least 12th level on a mission directly related to a good power have a base 5% chance to gain the attention of a planetar, plus 1% per level above 12th. This chance may be modified according to circumstances.

ECOLOGY

A planetar does not need to eat or sleep, but they can do so if they wish. They are omnivorous, but they prefer to consume food that is pure and wholesome. They do not age or die of natural causes, but they can be killed by violence or magic. If a planetar dies, their soul returns to their home plane, where they may be resurrected by their god or by another powerful celestial. A planetar does not reproduce sexually, but they can create new planetars by imbuing a mortal soul with divine energy. This is a rare and sacred process that requires the consent of both parties and the approval of their deity.

Like all angels, planetars are corporeal good entities that exist outside any ecosystem.

Planetar is employed as material component to empower the following spells: