Angel, Planetar

Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.

Planetar CR 16

XP 76,800

NG Large outsider (angel, extraplanar, good)

Init +8; Senses darkvision 60 ft., detect evil, detect snares and pits, low-light vision, true seeing; Perception +27

Aura protective aura

Defense

AC 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, –1 size; +4 deflection vs. evil)

hp 229 (17d10+136); regeneration 10 (evil weapons and effects)

Fort +19, Ref +11, Will +19; +4 vs. poison, +4 resistance vs. evil

DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 27

Offense

Speed 30 ft., fly 90 ft. (good)

Melee +3 holy greatsword +27/+22/+17 (3d6+15/19–20) or slam +24 (2d8+12)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 16th)

Constant—detect evil, detect snares and pits, discern lies (DC 20), true seeing

At will—continual flame, dispel magic, holy smite (DC 21), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear (DC 18), speak with dead (DC 20)

3/day—blade barrier (DC 21), flame strike (DC 22), power word stun, raise dead, waves of fatigue

1/day—earthquake (DC 25), greater restoration, mass charm monster (DC 25), waves of exhaustion

Spells Prepared (CL 16th)

8th—earthquake (DC 25), fire storm (DC 25)

7th—holy word (DC 24), regenerate (2)

6th—banishment (DC 23), greater dispel magic, heal, mass cure moderate wounds (DC 23)

5th—break enchantment, dispel evil (2, DC 22), plane shift (DC 22), righteous might

4th—death ward, dismissal (DC 21), neutralize poison (DC 21), summon monster IV

3rd—cure serious wounds (2), daylight, invisibility purge, summon monster III, wind wall

2nd—align weapon (2), bear's endurance (2), cure moderate wounds (2), eagle's splendor

1st—bless (2), cure light wounds (4), shield of faith

0 (at will)—detect magicpurify food and drink, stabilize, virtue

Statistics

Str 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24

Base Atk +17; CMB +26; CMD 40

Feats Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Toughness

Skills Acrobatics +24, Craft (any one) +26, Diplomacy +27, Fly +26, Heal +24, Intimidate +27, Knowledge (history) +23, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +20

Languages Celestial, Draconic, Infernal; truespeech

SQ change shape (alter self)

Ecology

Environment any good-aligned plane

Organization solitary or pair

Treasure double (+3 holy greatsword)

Special Abilities

Spells Planetars cast divine spells as 16th-level clerics. They do not gain access to domains or other cleric abilities.

Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace.