Angel, Planetar
Angel, Planetar CR 16
(L,N,C)G Large Outsider (Angel, Extraplanar, Good)
Init +10 (+6 Dex, +4 Improved Initiative); Senses darkvision 60 ft, low-light vision; listen +, spot +
Aura Protective Aura (20 ft radius)
Languages Celestial, Infernal, Draconic, tongues
AC 34, touch 15, flat-footed 28 (+6 Dex, -1 size, +19 natural)
HP 161 (14 HD); regeneration 10; DR 10/evil
Immune acid, cold, petrification
Resist electricity 10, fire 10
Fort +16 (+20 against poison), Ref +15, Will +15
Speed 30 ft, fly 90 ft (good)
Melee +3 greatsword +25/+20/+15 (3d6+16/19-20) or slam +22 (2d8+13)
Space 10 ft; Reach 10 ft
Base Atk +14; Grp +27
Atk Options Power Attack, Cleave, Improved Sunder
Special Atks Spell-like abilities, spells
Spells CL 17, +22 melee touch, +19 ranged touch: Planetars can cast divine spells as 17th-level clerics. A planetar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Spell-Like Abilities: At will-continual flame, dispel magic, holy smite (DC 22), invisibility (self only), lesser restoration (DC 20), remove curse (DC 21), remove disease (DC 21), remove fear (DC 19), speak with dead (DC 21); 3/day-blade barrier (DC 24), flame strike (DC 23), power word stun, raise dead, waves of fatigue; 1/day-earthquake (DC 26), greater restoration (DC 25), mass charm monster (DC 26), waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.
The following abilities are always active on the planetar's person, as the spells (caster level 17th): detect evil, detect snares and pits, discern lies (DC 22), see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action.
Abilities Str 28, Dex 22, Con 24, Int 26, Wis 26, Cha 26
SQ Change shape, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues
Feats Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack
Skills bluff +12, climb +9 (+13 involving rope), concentration +23, craft or knowledge (any four) +24, diplomacy +28, escape artist +22 (+26 involving rope), heal +16, hide +22, intimidate +24, listen +24, move silently +22, search +24, sense motive +24, spellcraft +16, spot +24, use magic device +8 (+14 involving scrolls), use rope +22 (+26 with bindings)
Possessions/Treasure No coins; double goods; standard items
Combat: A planetar's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.)
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active.
Regeneration: A planetar takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.
Change Shape (Su): A planetar can assume the form of any Small or Medium humanoid. In combat, most angels make full use of their mobility and their ability to attack at a distance.
Spells/day: 6/8/8/8/8/6/6/5/4/2
Spell saves: 18 + spell level (modifiers)]
Typical Spells Prepared: 0-Level: create water, detect magic, guidance, resistance (2), virtue; 1st-Level: bless (2), cause fear, divine favor (2), entropic shield, inflict light wounds*, shield of faith; 2nd-Level: aid*, align weapon, bear's endurance, bull's strength (2), consecrate, eagle's splendor, hold person; 3rd-Level: contagion*, daylight (2), invisibility purge, prayer (2), summon monster III, wind wall; 4th-Level: death ward, dismissal, inflict critical wounds* (2), neutralize poison (2), summon monster IV (2); 5th-Level: break enchantment, mass inflict light wounds*, dispel evil, mark of justice, plane shift, righteous might; 6th-Level: banishment, greater dispel magic, harm*, heal, heroes' feast, mass cure moderate wounds; 7th-Level: dictum, disintegrate*, holy word, mass inflict serious wounds, regenerate; 8th-Level: fire storm, holy aura*, mass cure critical wounds, shield of law; 9th-Level: implosion, summon monster IX (good)*. *Domain spell. Domains: Destruction and Good.
Environment: Any good-aligned plane
Organization: Solitary or pair
Advancement: 15-21 HD (Large); 22-42 HD (Huge)
Level Adjustment: -

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c) - highly improbable; given to unrealistic fantasies; fanciful
m)- a state of abstraction; a reverie