Angel, Planetar
Large Outsider (Angel, Extraplanar, Good) — CR 16
- Hit Dice
- 14d8+70 (133 hp)
- Initiative
- +8
- Speed
- Land 30 ft
- Armor Class
- 32, touch 13, flat-footed 28
- Base Attack / Grapple
- +14/+25
- Attack
- +3 greatsword +23 melee (3d6+13/19-20)
- Full Attack
- +3 greatsword +23/+18/+13 melee (3d6+13/19-20)
- STR
- 25
- DEX
- 19
- CON
- 20
- INT
- 22
- WIS
- 23
- CHA
- 22
- Fort / Ref / Will
- +14 / +13 / +15
- Challenge Rating
- 16
- Alignment
- Always Good
- Organization
- Solitary or pair
- Treasure
- No coins; double goods; standard items
- Environment
- Planes (good-aligned)
- Level Adjustment
- —
- Spell Resistance
- 30
- Caster Level
- 17
Special Abilities
Feats
The creature resembles a massively muscular and tall human with smooth emerald skin, white-feathered wings, and a bald head.
Description
Angels are a race of celestials, beings who live on the good-aligned Outer Planes.
Angels can be of any good alignment. Regardless of their alignment, angels never lie, cheat, or steal. They are impeccably honorable in all their dealings and often prove the most trustworthy and diplomatic of all the celestials.
All angels are blessed with comely looks, though their actual appearances vary widely.
Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.
Planetars serve as mighty generals of celestial armies. They also help powerful mortals on missions of good, particularly those that involve battles with fiends. A planetar is nearly 9 feet tall and weighs about 500 pounds.
Combat
Though they are honorable and good, angels don’t hesitate to back up their arguments with their weapons and other powers when necessary. Though they do not relish combat, they do not hesitate to take the battle to the enemy. In combat, most angels make full use of their mobility and their ability to attack at a distance.
Despite 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.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.
Regeneration (Ex): 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), 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, mass inflict light wounds, 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.
Change Shape (Su): A planetar can assume the form of any Small or Medium humanoid.
Saves: +4 racial bonus on saves against poison.