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Planetar

Planetar

MapTool Token


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NamePlanetar
Sorted NamePlanetar
FamilyAngel
Size and TypeLarge Outsider (angel, extraplanar, good)
Hit Dice Count17
Hit Dice17d10+136 (229 hp)
Random Hit Points17d10+136 - 119
Initiative+8
Speed30 ft., fly 90 ft. (good)
Armor Class32, touch 13, flat-footed 28 (+4 Dex, +19 natural, -1 size +4 deflection vs. evil)
Base Attack/Grapple+17/+CMB: +26CMD: 40
Attack

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

Space/Reach10 ft./10 ft.
Special Qualities

change shape (alter self ), darkvision 60 ft., detect evil, detect snares and pits, low-light vision, true seeing;

SavesFort +19, Ref +11, Will +19; +4 vs. poison, +4 resistance vs. evil
AbilitiesStr 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24
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

Feats

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

Environmentany good-aligned plane
Challenge Rating16
Organization

solitary or pair

Treasuredouble (+3 holy greatsword)
AlignmentNG
VersionPRPG-O
SourcesPathfinder RPG (Open)

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)
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

Spd 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

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 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.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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Attacks: +3 holy greatsword +27/+22/+17 (3d6+15/19-20) or slam +24 (2d8+12), or

feats: BLIND-FIGHT, CLEAVE, GREAT FORTITUDE, IMPROVED INITIATIVE, IMPROVED SUNDER, IRON WILL, LIGHTNING REFLEXES, POWER ATTACK, TOUGHNESS, ,


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