Name | Planetar Angel |
---|---|
Sorted Name | Angel, Planetar |
Family | Angel |
Size and Type | Large Outsider (Angel, Extraplanar, Good) |
Hit Dice Count | 14 |
Hit Dice | 14d8+70 (133 hp) |
Random Hit Points | 14d8+70 - 70 |
Initiative | +8 |
Speed | 30 ft. (6 squares), fly 90 ft. (good) |
Armor Class | 32 (-1 size, +4 Dex, +19 natural), touch 13, flat-footed 28 |
Base Attack/Grapple | +14/+25 |
Attack | +3 greatsword +23 melee (3d6+13/19-20) or slam +20 melee (2d8+10) |
Full Attack | +3 greatsword +23/+18/+13 melee (3d6+13/19-20) or slam +20 melee (2d8+10) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Spell-like abilities, spells |
Special Qualities | Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, electricity resistance 10, fire resistance 10, spell resistance 30, tongues |
Saves | Fort +14 (+18 against poison), Ref +13, Will +15 |
Abilities | Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22 |
Skills | Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings) |
Feats | Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack |
Environment | Any good-aligned plane |
Challenge Rating | 16 |
Organization | Solitary or pair |
Treasure | No coins; double goods; standard items |
Alignment | Always good (any) |
Advancement | 15-21 HD (Large); 22-42 HD (Huge) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Planetar angel; CR 16; Large outsider (angel, extraplanar, good); HD 14d8+70; hp 133; Init +8; Spd 30 ft. (6 squares), fly 90 ft. (good); AC 32 (-1 size, +4 dex, +19 natural), touch 13, flat-footed 28; Base Atk +14; Grp +25; Atk +23 melee (3d6+13/19-20, +3 greatsword) or +20 melee (2d8+10, slam); Full Atk +23 /+18/+13 melee (3d6+13/19-20, +3 greatsword) or +20 melee (2d8+10, slam); Space/Reach 10 ft./10 ft.; SA Spell-like abilities, spells; SQ Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, electricity resistance 10, fire resistance 10, spell resistance 30, tongues; AL NG; SV Fort +14 (+18 against poison), Ref +13, Will +15; Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22 Skills and Feats: Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings); Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack |
Angel, Planetar
A planetar is nearly 9 feet tall and weighs about 500 pounds. CombatDespite their vast array of magical powers, planetars are likely to wade into melee with their +3 greatswords. They particularly enjoy fighting fiends. A planetar's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. Regeneration: A planetar takes damage from evil-aligned weapons and from spells and effects with the evil descriptor. Spell-Like Abilities: At will-continual flame, dispel magic, holy smite (DC 20), invisibility (self only), lesser restoration (DC 18), remove curse (DC 19), remove disease (DC 19), remove fear (DC 17), speak with dead (DC 19); 3/day-blade barrier (DC 22), flame strike (DC 21), polymorph (self only), power word stun, raise dead, waves of fatigue; 1/day-earthquake (DC 24), greater restoration (DC 23), mass charm monster (DC 24), waves of exhaustion. Caster level 17th. The save DCs are Charisma-based. The following abilities are always active on the planetar's person, as the spells (caster level 17th): detect evil, detect snares and pits, discern lies (DC 20), see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action. Spells: Planetars can cast divine spells as 17th-level clerics. A planetar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based. Typical Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2; save DC 16 + spell level): 0-create water, detect magic, guidance, resistance (2), virtue; 1st-bless (2), cause fear, divine favor (2), entropic shield, inflict light wounds*, shield of faith; 2nd-aid*, align weapon, bear's endurance, bull's strength (2), consecrate, eagle's splendor, hold person; 3rd-contagion*, daylight, invisibility purge, prayer (2), summon monster III, wind wall; 4th- death ward, dismissal, inflict critical wounds*, neutralize poison (2), summon monster IV; 5th- break enchantment, circle of doom*, dispel evil, mark of justice, plane shift, righteous might; 6th-banishment, greater dispel magic, harm*, heal, heroes' feast, mass cure moderate wounds; 7th- dictum, disintegrate*, holy word, regenerate; 8th-holy aura*, mass cure critical wounds, shield of law; 9th-implosion, summon monster IX (good)*. *Domain spell. Domains: Destruction and Good. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: +3 greatsword +23 melee (3d6+13/19-20) or slam +20 melee (2d8+10), or +3 greatsword +23/+18/+13 melee (3d6+13/19-20) or slam +20 melee (2d8+10)
feats: BLIND-FIGHT, CLEAVE, IMPROVED INITIATIVE, IMPROVED SUNDER, POWER ATTACK, ,