Planetar

Monster Manual (2025) p. 245

Size
Large
Type
celestial (angel)
Alignment
lawful good
AC
19
Initiative
10
Hit Points
262 (21d10+147)
Speed
walk 40 ft., fly 120 ft. (hover)
Saving Throws
Str +12, Wis +11, Con +12, Cha +12
Skills
Perception +11
Resistances
radiant
Condition Immunities
charmed, exhaustion, frightened
Senses
truesight 120 ft.
Passive Perception
21
Languages
all; telepathy 120 ft.
Challenge
16
Environment
planar (upper)
STR
24
+7
DEX
20
+5
CON
24
+7
INT
19
+4
WIS
22
+6
CHA
25
+7

Traits

Proficiency Bonus

+5

Treasure

Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

Divine Awareness

The planetar knows if it hears a lie.

Exalted Restoration

If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.

Magic Resistance

The planetar has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The planetar makes three Radiant Sword attacks or uses Holy Burst twice.

Radiant Sword

Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage.

Holy Burst

Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage.

Spellcasting

The planetar casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20):

  • At will: Detect Evil and Good
  • 1/day each: Commune, Control Weather, Dispel Evil and Good, Raise Dead

Divine Aid (2/Day) (Bonus Action)

The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.

recharge

2/DAY

Spells

Cure Wounds [5.5e], Invisibility [5.5e], Lesser Restoration [5.5e], Remove Curse [5.5e], Detect Evil and Good [5.5e], Commune [5.5e], Control Weather [5.5e], Dispel Evil and Good [5.5e], Raise Dead [5.5e]

Other data

description

Planetars deliver the punishment of righteous gods. These angels innately know truth from lies, and they use magic and blessed weapons to protect the just and root out wickedness across the Multiverse. These angels act where they can against overwhelming evil, but to avoid the attention of the Lower Planes, they prefer to let mortals attend to affairs on the Material Plane. Planetars often choose mortal champions to oppose threats they're loath to face directly, involving themselves only if necessary. Roll on or choose a result from the Planetar Quests table to inspire what evil a planetar might recruit heroes to thwart.

Planetar Quests:

1d6The Planetar Entreats a Mortal Hero To...
1Convince a villain to meet with the angel.
2Find a loved one a villain believes is dead.
3Heal the loved one of an evil ruler.
4Inspire the defenders of a besieged holy site.
5Recover and destroy an evil Artifact.
6Reveal the true name of a devil to banish it.