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| - Large celestial, lawful goodArmor Class: 19 (natural armor)Hit Points: 200 (16d10 + 112)Speed: 40ft. Fly: 120ft. Saving Throws: Con + 12, Wis + 11, Cha + 12Skills: Perception + 11Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical weaponsCondition Immunities: charmed, exhaustion, frightenedSenses: truesight 120 ft. Passive Perception 21Languages: All, telepathy 120ft.Challenge: 16 (15,000 XP)
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| abstract
| - Large celestial, lawful goodArmor Class: 19 (natural armor)Hit Points: 200 (16d10 + 112)Speed: 40ft. Fly: 120ft. Saving Throws: Con + 12, Wis + 11, Cha + 12Skills: Perception + 11Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical weaponsCondition Immunities: charmed, exhaustion, frightenedSenses: truesight 120 ft. Passive Perception 21Languages: All, telepathy 120ft.Challenge: 16 (15,000 XP) 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).Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:At will: detect evil and good, invisibility (self only)3/day each: blade barrier, dispel evil and good, flame strike, raise dead1/day each: commune, control weather, insect plagueMagic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
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