Kryx RPGThemesMonsters

Planetar

Large celestial
Challenge
16 (15,000 XP)

STR
7
DEX
5
CON
7
INT
4
WIS
6
CHA
7

200
16d10+112
19
Soak
1
Fort
+12
Ref
+6
Will
+11
Defense note natural armor
Damage resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities charmed, exhausted, frightened

Speed 12 m., fly 35 m.
Senses truesight 35 m., passive Perception 21
Skills Insight +11, Perception +11
Languages all, telepathy 35 m.

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.

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

Maneuvers. The planetar uses maneuvers (maneuver save DC 20). It has 23 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:

1 stamina die: disorient, glancing blow, hamstring, parry, slice through, spring attack, trip, whirling blade

2 stamina dice: swift strike

Actions

Multiattack. The planetar makes two attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 1.5 m. Hit: 20 (2d12 + 7) slashing damage, plus 22 (5d8) radiant damage.

Shortsword. Melee Weapon Attack: +12 to hit, reach 1.5 m. Hit: 14 (2d6 + 7) piercing damage, plus 22 (5d8) radiant damage.