- Armor Class
- 19 (natural armor)
- Hit Points
- 200 (16d10+112)
- Speed
- 40 ft., fly 120 ft.
- Challenge
- 16 (15,000 XP)
- Proficiency bonus
- +5
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 24 (+7) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) | 25 (+7) |
- Saving throws
- Con +12, Wis +11, Cha +12
- Skills
- Perception +11
- Damage resistances
- radiant, bludgeoning, piercing, and slashing from nonmagical attacks
- Senses
- truesight 120 ft., passive Perception 21
- Languages
- all, telepathy 120 ft.
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 (4/Day). 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.
A planetar is worth 15,000 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many planetars fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
Against the 4 other challenge 16 monsters in the SRD 5.1, the planetar has more hit points than 1 of them, which makes it a little frailer than most at its CR. See every CR 16 monster.
Planetar 2024 stat block
The 2024 Monster Manual revised the planetar, and the SRD 5.2 carries the new stat block. What changed:
- Hit points: 200 → 262.
- Speed: 40 ft., fly 120 ft. → 40 ft., fly 120 ft. (hover).
- New in its stat block: Exalted Restoration, Radiant Sword, Holy Burst, Spellcasting and Divine Aid.
- Gone from it: Angelic Weapons, Innate Spellcasting, Greatsword and Healing Touch.
- Armor Class
- 19
- Hit Points
- 262 (21d10 + 147)
- Speed
- 40 ft., fly 120 ft. (hover)
- Challenge
- 16 (15,000 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 24 (+7) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) | 25 (+7) |
- Damage resistances
- radiant
- Senses
- truesight 120 ft., passive Perception 21
- Languages
- All; telepathy 120 ft.
Traits
Divine Awareness. The planetar knows if it hears a lie.
Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.
Magic Resistance. The planetar has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The planetar makes three Radiant Sword attacks or uses Holy Burst twice.
Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage.
Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage.
Spellcasting. The planetar casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20):
At Will: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead
Bonus actions
Divine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.