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Monsters

id242
NameCelestial:Planetar
SizeAndTypeLarge Outsider (Good)
HitDice14d8+70 (133)
Initiative+8 (+4 Dex, +4 Improved Initiative)
Speed30 ft., fly 90 ft. (good)
ArmorClass32 (-1 size, +4 Dex, +19 natural)
Attacks+3 greatsword +23/+18/+13 melee
Damage+3 greatsword 2d6+13
FaceAndReach5 ft. by 5 ft./10 ft.
SpecialAttacksSpell-like abilities, spells
SpecialQualitiesDamage reduction 30/+3, SR 30, regeneration 10, protective aura, immunities, fire resistance 20, tongues, poison saves, keen vision
Saves_Fort14
Saves_Ref13
Saves_Will15
AbilitiesStr 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22
SkillsConcentration +16, Escape Artist +20, Hide +17, Knowledge (any five) or Craft (any five) +21, Listen +23, Move Silently +17, Sense Motive +23, Search +19, Spot +23
FeatsBlind-Fight, Cleave, Improved Initiative, Power Attack
ClimateAndTerrainAny land and underground
OrganizationSolitary or pair
ChallengeRating_Value16
TreasureNo coins; double goods; standard items
AlignmentAlways good (any)
Advancement15-21 HD (Large); 22-42 HD (Huge)
Description

Celestials speak Celestial, Infernal, and Draconic.

Spell-Like Abilities: At will: continual flame, dispel magic, holy smite, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, and speak with dead; 3/day-blade barrier, flame strike, and raise dead; 1/day-earthquake, greater restoration, shapechange, and symbol (any). These abilities are as the spells cast by a 17th-level sorcerer (save DC 16 + spell level).
The following abilities are always active on the planetar's person, as the spells cast by a 17th-level sorcerer: detect evil, detect snares and pits, discern lies, 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 from the cleric list and from the Air, Destruction, Good, Law, and War domains as 17th-level clerics (save DC 16 + spell level).

Protective Aura (Su): As a free action, planetars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the celestial's Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.

Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.

Immunities (Ex): Planetars are immune to electricity, petrification, cold, and acid.

Poison Saves (Ex): All celestials receive a +4 racial bonus to Fortitude saves against poison.

Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.