Planetar [Celestial]

Emerald-skinned, white-winged generals of heaven, planetars wield vorpal greatswords and a vast arsenal of holy magic in service to the greatest mortal champions of good.

Setting: Planescape · Sources: MC8 Outer Planes Appendix; Planescape I

Appearance

A planetar towers over mortals: hairless, emerald-skinned and white-winged, with keen blue eyes and an air of total assurance. It can speak mind-to-mind with any creature up to 100 feet away.

Combat

Its weapon is an enormous greatsword usable by no other kind of being, carrying every power of a vorpal sword, and it swings it three times each round. The sword's +3 and the planetar's Strength 19 (+7 damage) add up to +6 to hit and +10 damage. It cannot be surprised and spots illusions automatically.

Priest spells come to it at 7th level (Wisdom 21), with major access to all spheres. Its constant powers are true seeing, detect lie, detect invisibility, detect snares & pits and a 10-foot protection from evil. Wind walk works seven times daily; flame strike, raise dead and blade barrier three times daily; and once daily it may use earthquake, fire storm, insect plague, holy word, feeblemind, limited wish, restoration, shape change, a symbol of any type, control weather and weather summoning. With no stated limit it also has heal, commune, speak with dead, dispel magic, animate object, polymorph any object, improved invisibility (10-foot radius), resist cold, remove fear, remove curse, cure disease and cure blindness or deafness, plus the shared celestial powers.

Acid hurts it normally and magical fire only by half. Ordinary weapons and those enchanted to +3 or lower cannot wound it, and gas attack spells, poison, petrification, magic missile, electricity, cold and mundane flames do nothing. Charm, domination, confusion, feeblemind, death spell and life-level loss have no effect, and its soul cannot be trapped or imprisoned. It regains 4 hp each round. Away from the good-aligned Outer Planes, slaying it destroys only the physical body; the life force flies home and needs forty years to take solid shape again.

Habitat and Society

Only the greatest mortal champions of good receive a planetar's help. A character of at least 12th level, on a quest bound directly to a good deity, starts with a 5% chance of catching one's notice, adding 1% for every level beyond 12th, adjusted as the DM sees fit.

Ecology

Like all celestials, planetars are physical embodiments of goodness with no place in any natural food chain.

More: Monsters starting with P · Planescape monsters · All monsters A-Z
Related: Celestial Overview · Deva [Celestial] · Light Celestial · Solar [Celestial] · Vanguard Celestial

Statistics

Climate/TerrainUpper Planes
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietOmnivore
IntelligenceGenius (17-18)
TreasureNil
AlignmentAny good
No. Appearing1
Armor Class-7
Movement15, Fl 48 (B)
Hit Dice14
THAC07 (+6 Strength and weapon bonus)
No. of Attacks3
Damage/Attack1d10+10 (strength and magical bonus)
Special AttacksVorpal weapon + special
Special DefensesNever surprised, regeneration
Magic Resistance75%
SizeL (8' tall)
MoraleFearless (19-20)
XP Value20,000