Planetar
Creature 16 (uncommon) — angel, celestial, holy
Pre-Remaster content. May include legacy alignment.
CrasherMenderLANDAERIALangelcelestial
The beings of righteous fury known as planetars are known to be the least patient of angels. They exist to destroy evil that cannot be redeemed, and they often leave prolonged dialogue to other angels. Of course, no planetar ignores the importance of diplomacy, but they know that others among the angelic hosts are better suited to that task, while they focus on the larger picture. In angelic armies, planetars serve as commanders or generals. They stand at least 9 feet tall and weigh over 500 pou
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +28; darkvision, truesight 60 feet; (32 to detect illusions)
Languages diabolic, draconic, empyrean; tongues
Skills athletics +32, intimidation +32, religion +32
Str
+8
Dex
+3
Con
+6
Int
+5
Wis
+6
Cha
+6
Items Greatsword
AC 39
Fort +28
Ref +25
Will +28
+1 status to all saves vs. magic
HP 300 (regeneration 15 (deactivated by unholy))
Weaknesses unholy 15
Speed 25 feet, fly 60 feet
Offense
Melee Holy Greatsword (good, holy, magical, versatile-p) +32, Damage 3d12+16 slashing
Abilities
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic —
Regeneration 15 (Deactivated by Unholy) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
+4 Bonus on Perception to Detect Illusions —
Aura of Righteousness (aura, divine) — 20 feet. Allies in the planetar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to damage rolls against evil creatures. The area in the aura is difficult terrain for evil creatures.
Blade of Justice (holy) — The planetar makes a greatsword Strike against a target it detects as evil. If the target is evil, the Strike deals three extra weapon damage dice and deals 1d6 persistent spirit damage to the target. The planetar can convert all the physical damage from the attack into spirit damage.
Change Shape (concentrate, divine, polymorph) — The planetar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Holy Armaments (divine) — Any weapon gains the effect of a Holy property rune while a planetar wields it.
Divine Innate Spells DC 37, attack +29
8th Dispel Magic, Earthquake, Power Word Stun, Sunburst
7th Charm, Plane Shift, Power Word Blind, Remove Fear (At will)
6th Blade Barrier, Dispel Magic (At will)
5th Breath of Life, Death Ward, Detect Alignment (Constant) (Evil only), Freedom of Movement, Restoration (×3), Tongues (Constant), True Seeing (Constant)
4th Divine Wrath
2nd Invisibility (At will) (Self only), Remove Paralysis
1st Heal
WORKS WELL WITH
AnvilLAND / AERIALAn Anvil inside the Aura of Righteousness gains the AC bonus while the Planetar flies to deliver Blade of Justice on evil priority targets.
WeaverLAND / AERIALA Weaver herding enemies into the Aura of Righteousness forces them through difficult terrain while the Planetar pursues the most dangerous threat.
MenderLAND / AERIALA Mender sustaining the Planetar past what its regeneration covers against unholy enemies keeps the aura and Blade of Justice online.
PUNISHES
✖ unholy reliance✖ invisibility✖ illusion tactics✖ clumping
Avoid stacking with other Crashers lacking self-healing if the party cannot cover the regeneration gap against unholy foes.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Planetar in the encounter builder — free, no install.
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