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), regeneration 10 (evil weapons and effects)


Fort: +19 Ref: +11 Will: +19, +4 vs. poison, +4 resistance vs. evil


DR: 10/evil


Resist: electricity 10, fire 10


Immune: acid, cold, petrification


SR: 27


Offense

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


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


SQ: change shape (alter self )


Languages: Celestial, Draconic, Infernal, truespeech


Ecology

Environment: any good-aligned plane


Organization: solitary or pair


Treasure: double (+3 holy greatsword)


Description

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. Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings. Angel, Astral Deva–Angel, Planetar

Source: Pathfinder Roleplaying Game Bestiary