No hero yet
Set a level on the left and strike the seal to forge your first character.
Set a level on the left and strike the seal to forge your first character.
Pick a threat tier on the left and strike the seal to summon your first monster.
Set a level and hoard size on the left, then strike the seal to crack it open.
Set your party's details on the left, then strike the seal to spring the trap.
Set the size, wealth and type on the left, then strike the seal to raise a settlement.
CR 16 (15,000 XP), Large celestial, Lawful Good
Saving Throws Con +13, Wis +12, Cha +13
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 16
Languages all, telepathy 120 ft.
Angelic Weapons. The planetar’s weapon attacks are magical and deal an extra 5d8 radiant damage on a hit (already included).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar’s spellcasting ability is Charisma (spell save DC 21). It can innately cast detect evil and good, invisibility (self only), and several other spells, plus raise dead once per day.
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
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.
How hard a fight? Against a party of four, a single planetar is deadly at levels 1–11, hard at levels 12–13, medium at levels 14–16 and easy at levels 17–20. Add allies or more foes in the encounter generator.
Where you'll find it: other planes.
Story hooks
D&D 5e, 2014 rules. Includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 License. Fantasy Portal is unofficial Fan Content, not approved or endorsed by Wizards.