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Planetar Angel ~ CR 16

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

Environment: Any (Elysium), Any (Heaven), Any (Nirvana)

Organization: 1-2


Proficiency Score: +17

Large; Communal/Integrity; outsider


Armor Class: 31 (+3 Dex, +1 Natural, +1 Deflection, -1 Size, +17 Proficiency)

Hit Points: 228 (16d10+68)

Speed: 30 feet, Fly 80 feet

Initiative: +3 (advantage)


STRDEXCONINTWISCHA
16 (+3)16 (+3)18 (+4)16 (+3)19 (+4)18 (+4)

Saves: 

  • Fortitude +20
  • Reflex +21
  • Will +21

Skills: 

  • Acrobatics +20
  • Craft (any) +20
  • Diplomacy +21
  • History +20
  • Insight +21
  • Intimidate +21
  • Lore (Planes) +20
  • Medicine +21
  • Perception +21
  • Religion +21
  • Stealth +20

Immunities:

  • Effects with the acid or cold tag
  • Petrified

Resistances:

  • 10 against all damage except those with the Independent tag
  • 10 against effects with the electricity or fire tag
  • 30 against effects with the magical tag

Senses: Passive Perception 31; Normal Vision 30 feet; Lowlight Vision 120 feet; Dark Vision 60 feet, constant True Seeing

Languages: Celestial, Draconic, Infernal, constant Tongues


Aura (Protective, 20-foot aura). Any Strikes or abilities with the Independent tag targeting a creature within 20 feet of a Planetar Angel take disadvantage or the targeted creature gains advantage, whichever is more appropriate. This aura also acts as a Globe of Invulnerability, attempting to dispel any effect with the magical tag that enters the aura with a Spell Attack +21.

Legendary Actions (2). A Planetar Angel can two one extra actions per round. This action can be spent at any point in the round directly after a creature’s turn ends and another begins.

Regeneration (10, Independent). A Planetar Angel heals 10 hit points per round, at the beginning of its turn, and cannot die as long as this is still functioning. This does not prevent a Planetar Angel from gaining the Unconscious condition should its hit points reach 0. If a Planetar Angel takes damage with the Independent tag, this ability stops functioning for a round. During this round, a Planetar Angel cannot heal damage through Regeneration and can die normally. Attack forms that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. A Planetar Angel can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and decay normally.

Spells. A Planetar Angel is a Prepared Divine caster. It can prepare up to 30 spells per day across the Spell Levels they have access to.

Spell Attack +21; Spell DC 31

At Will (not part of those prepared):

Cantrips:

Level 1 (7 Slots):

Level 2 (7 Slots):

Level 3 (7 Slots):

Level 4 (4 Slots):

Level 5 (5 Slots):

Level 6 (4 Slots):

Level 7 (3 Slots):

Level 8 (2 Slots):

Actions

Great Sword (2 hands). Melee Strike +20/+15/+10 (deadly d12, versatile piercing) with 6d12+30 slashing damage.

Slam. Melee Strike +20/+15/+10 (finesse, reach 10 feet, unarmed) with 10d8+3 bludgeoning damage.


Equipment

  • Great Sword worth 30 silvers
  • Weapon Potency Rune, True worth 12000 silvers