CREATURE 16
Perception +28 (+32 to detect illusions); darkvision, true seeing
Languages Celestial, Draconic, Infernal; tongues
Skills Athletics +32, Intimidation +32, Religion +32
Str +8 Dex +3 Con +6 Int +5 Wis +6 Cha +6
Items +2 greater striking greatsword
AC 39; Fort +28, Ref +25, Will +28
HP 300, regeneration 15 (deactivated by evil); Weaknesses evil 15
Aura of Righteousness (aura, divine, evocation) 20 feet. Allies in the planetar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to damage rolls against evil creatures. The area in the aura is difficult terrain for evil creatures.
Speed 25 feet, fly 60 feet
Melee holy greatsword +32 (good, magical, versatile p), Damage 3d12+16 slashing plus 1d6 good
Divine Innate Spells DC 37, attack +29; 8th dispel magic, divine wrath, earthquake, heal, power word stun, sunburst; 7th charm, plane shift, power word blind, remove fear (at will); 6th blade barrier, dispel magic (at will); 5th breath of life, death ward, freedom of movement, restoration (×3); 2nd invisibility (at will, self only), remove paralysis; Constant (5th) detect alignment (evil only), tongues, true seeing
Rituals DC 37; angelic messenger, call spirit, resurrect
Blade of Justice The planetar makes a greatsword Strike against a target it detects as evil. If the target is evil, the Strike deals three extra weapon damage dice and deals 1d6 persistent good damage to the target. The planetar can convert all the physical damage from the attack into good damage.
Change Shape (concentrate, divine, polymorph, transmutation) The planetar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes.
Holy Armaments (divine, evocation) Any weapon gains the effect of a holy property rune while a planetar wields it.
Bestiary 2, page 16.
Open Planetar in the interactive creatures list or browse all creatures starting with P.