Planetar

Armor Class
19

(Natural Armor)

Hit Points
200
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
25 (+7)
Skills
Perception +4
Senses
Truesight 120ft
Passive Perception 21
Languages
all,
telepathy 120 ft.
Challenge
16

Traits

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.

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 dead

1/day each: commune, control weather, insect plague

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

Actions

Multiattack - The planetar makes two melee attacks.

Greatsword - Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Healing Touch - The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.