3e SRD:Celestial, Planetar
Planetar
Size/Type: | Large Outsider (Good) |
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Hit Dice: | 14d8+70 (133 hp) |
Initiative: | +8 (+4 Dex, +4 Improved Initiative) |
Speed: | 30 ft., Fly 90 ft. (good) |
AC: | 32 (-1 size, +4 Dex, +19 natural) |
Attacks: | +3 greatsword +23/+18/+13 melee |
Damage: | +3 greatsword 2d6+13 |
Face/Reach: | 5 ft. by 5 ft./10 ft. |
Special Attacks: | Spell-like abilities, spells |
Special Qualities: | Damage reduction 30/+3, SR 30, celestial qualities, fast healing 10 |
Saves: | Fort +14, Ref +13, Will +15 |
Abilities: | Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22 |
Skills: | Concentration +16, Escape Artist +20, Hide +17, Knowledge (any five) or Craft (any five) +21, Listen +23, Move Silently +17, Sense Motive +23, Search +19, Spot +23 |
Feats: | Blind-Fight, Cleave, Improved Initiative, Power Attack |
Climate/Terrain: | Any land and underground |
Organization: | Solitary or pair |
Challenge Rating: | 16 |
Treasure: | No coins; double goods; standard items |
Alignment: | Always good (any) |
Advancement: | 15-21 HD (Large); 22-42 HD (Huge) |
Celestials speak Celestial, Infernal, and Draconic.
Combat
Protective Aura (Su): As a free action, ghaeles, devas, planetars, and solars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the celestial’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.
Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.
Immunities (Ex): All celestials are immune to electricity and petrification attacks. Devas, planetars, and solars are also immune to cold and acid.
All celestials receive a +4 racial bonus to Fortitude saves against poison.
Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.
Spell-Like Abilities: At will: continual flame, dispel magic, holy smite, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, and speak with dead; 3/day-blade barrier, flame strike, and raise dead; 1/day-earthquake, greater restoration, shapechange, and symbol (any). These abilities are as the spells cast by a 17th-level sorcerer (save DC 16 + spell level).
The following abilities are always active on the planetar’s person, as the spells cast by a 17th -level sorcerer: detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action.
Spells: Planetars can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 17th-level clerics (save DC 16 + spell level).
Celestial Qualities: Protective aura, fire resistance 20, tongues, electricity, cold, acid, and petrification immunity, +4 save against poison.
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