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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


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


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 magic, purify food and drink, stabilize, virtue


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)

Image of Reaper Miniatures' 03114 Deva, Angel
Sculpted by Jeff Grace, Painted by Marike Reimer


Characters with ranks in Knowledge (planes) can learn more about planetars. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (Planes)

DC Result
15 Though uncertain exactly what this creature is, you can tell it is not native to this world.

This result reveals all outsider traits.

26 This creature is a planetar, an angelic race of creatures with a hatred of all fiends whose members serve as the generals of celestial armies.

This result reveals all angel traits.

31 Despite their vast array of magical powers, planetars usually prefer to enter melee, wielding their massive enchanted greatswords. Their natural weapons and any weapons wielded are good aligned and they are vulnerable to evil weapons, though damage from other sources will regenerate.
36 As well as a large range of spell-like abilities, planetars can also call upon the divine spells of the deities they serve, much in the same way as a very powerful cleric, and they are highly resilient to magical attacks.

Monster Lore from WOTC Community Forums - Monsters and Races - Monster Lore Compendium. Copyright 2007-2008, Author: Evandar_TAybara