AC 19 (natural armor)
HP 250 (20d10 + 140; bloodied 125)
Speed 40 ft., fly 120 ft.
Proficiency +5; Maneuver DC 19
Saving Throws Wis +12, Cha +12
Skills Athletics +11, Insight +12, Perception +12, Religion +12
Damage Resistances radiant; damage from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Damage Vulnerabilities: radiant
Senses truesight 60 ft., passive Perception 22
Languages all, telepathy 120 ft.
Champion of Truth. The planetar automatically detects lies. Additionally, it cannot 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:
1/day each: commune , control weather , raise dead
Magic Resistance. The planetar has advantage on saving throws against spells and magical effects.
Aligned. An angel radiates a Lawful aura. Most angels also radiate a Good aura, and a few radiate Evil.
Celestial Dissolution. When an angel dies, its body and equipment dissolve into motes of light.
Detect Alignment. An angel knows the alignment, if any, of each creature within 30 feet that it can see.
Immortal Nature. An angel doesn’t require air, sustenance, or sleep.
ACTIONS
Multiattack. The planetar attacks twice with its flaming sword.
Flaming Sword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 21 (6d6) ongoing fire or radiant damage (the planetar’s choice). A creature can use an action to extinguish this holy flame on itself or a creature within 5 feet.
Heavenly Bolt. The planetar fires a lightning bolt in a line 100 feet long and 5 feet wide. Each creature in the line makes a Dexterity saving throw , taking 56 (16d6) lightning damage on a failed save, or half damage on a success.
Heal (2/Day). The planetar touches a creature other than itself, magically healing 60 hit points of damage and ending any blindness , curse , deafness , disease , or poison on the target.
Consume Life Energy (1/Day). The angel feasts on the departing life energy of a humanoid within 5 feet. The target must have been slain within the last hour. The angel magically gains temporary hit points equal to half the dead creature’s maximum hit points. These hit points last until depleted. Only a spell cast with a 9th-level slot can raise the corpse from the dead.
BONUS ACTIONS
Awe-Inspiring Gaze (Gaze). The planetar targets a creature within 90 feet. The target makes a DC 20 Wisdom saving throw . On a failure, it is frightened until the end of its next turn. If the target makes its saving throw, it is immune to any angel’s Awe-Inspiring Gaze for the next 24 hours.
REACTIONS
Protective Parry. When a creature within 5 feet would be hit with a melee attack, the planetar applies disadvantage to the attack roll.
Combat
The planetar prefers to attack its strongest opponent with its flaming sword, using Heavenly Bolt against creatures it can’t reach and against groups. The planetar stays near allies to protect them with its parry. Angels have no fear and rarely retreat.
Names
Aia, Alfiath, Aturnal, Belarial, Emelar, Jarnaxa, Marn, Serapas, Starlathan, Zadianth
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 15 Not all angels are good. Some serve evil gods, and some have fallen from grace and have been banished from their celestial domains.
DC 20 Gods rarely send angels to the material world, but they can be summoned, sometimes against their will.
When angels violate the moral laws of the deity they serve, they are severed from their creator. No longer sustained by their deity, they must find spiritual nourishment elsewhere by serving another divine power or by consuming mortal souls, or their powers slowly fade. Any type of angel can become a fallen angel.
A fallen angel’s alignment changes, although the lawful portion remains. Most fallen angels suffer an alignment change from good to evil, though an angel of an evil god may become good.
1 Protecting a forgotten holy spot or a gate to a celestial realm
2 Guarding an unholy spot, making sure no one frees an imprisoned fiend or opens an infernal gate
3 With a message from a higher power and a quest to bestow
4 Fallen angel, in disguise or hiding
5 Wounded, wings broken; looking for help against enemy forces
6 Shackled with infernal chains, forced to attack mortal creatures
1 A faint glow illuminates the area
2 Melodic chimes
3 A distant, quiet chant or song
4 Worshipers of the angel’s deity feel a sense of sacred quiet
Angels guard places of power and travel the Astral Plane.
CR 5–10 Deva
CR 11–16 Planetar ; deva with couatl
CR 31+ Solar counselor ; solar counselor with 1 or 2 devas
Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.