🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

PlanetarCreature 16


UncommonNGLargeAngelCelestial
Source Pathfinder Bestiary 2
Perception +28 ((32 to detect illusions), darkvision, true seeing)
Languages Celestial, Draconic, Infernal, Tongues
Skills Athletics +32, Intimidation +32, Religion +32
Str +8, Dex +3, Con +6, Int +5, Wis +6, Cha +6

AC 39; Fort +28; Reflex +25; Will +28; +1 status to all saves vs. magic
HP 300 (regeneration 15 (deactivated by evil)
Speed 25 feet (fly 60 feet)
Weaknesses Evil 15

Holy Greatsword One Action +32 (+27, +22) to hit (good, magical, versatile p) 1d6 Good + 3d12+16 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicRegeneration 15 (deactivated by evil)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

+4 Bonus on Perception to Detect IllusionsAura of Righteousness (aura, divine, evocation)

20 feet.

Allies in the planetar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to damage rolls against evil creatures. The area in the aura is difficult terrain for evil creatures.

Blade of Justice Two Actions

The planetar makes a greatsword Strike against a target it detects as evil. If the target is evil, the Strike deals three extra weapon damage dice and deals 1d6 Persistent Good Damage to the target. The planetar can convert all the physical damage from the attack into good damage.

Change Shape One Action (concentrate, divine, polymorph, transmutation)

The planetar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Holy Armaments (divine, evocation)

Any weapon gains the effect of a Holy property rune while a planetar wields it.


Divine Innate Spells (DC 37, +29 to hit)

2nd Level: Invisibility (At will) (Self only), Remove Paralysis
5th Level: Breath of Life, Death Ward, Detect Alignment (Constant) (Evil only), Freedom of Movement, Restoration, Tongues (Constant), True Seeing (Constant)
6th Level: Blade Barrier, Dispel Magic (At will)
7th Level: Charm, Plane Shift, Power Word Blind, Remove Fear (At will)
8th Level: Dispel Magic, Divine Wrath, Earthquake, Heal, Power Word Stun, Sunburst

Rituals

Cantrips (8th Level): Resurrect
1st Level: Angelic Messenger (2x)
5th Level: Call Spirit, Resurrect


The beings of righteous fury known as planetars are known to be the least patient of angels. They exist to destroy evil that cannot be redeemed, and they often leave prolonged dialogue to other angels. Of course, no planetar ignores the importance of diplomacy, but they know that others among the angelic hosts are better suited to that task, while they focus on the larger picture. In angelic armies, planetars serve as commanders or generals. They stand at least 9 feet tall and weigh over 500 pounds.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.