Planetar Knight (5e Creature)

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Planetar Knight[edit]

Large celestial, lawful good


Armor Class 19 (natural armor)
Hit Points 225 (18d10 + 126)
Speed 40 ft., fly 150 ft.


STR DEX CON INT WIS CHA
26 (+8) 23 (+6) 25 (+7) 20 (+5) 24 (+7) 25 (+7)

Saving Throws Con +13, Wis +13, Cha +13
Skills Perception +13
Proficiency Bonus +6
Damage Resistances necrotic, radiant; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 23
Languages all, telepathy 120 ft.
Challenge 19 (22,000 XP)


Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness. The planetar knows if it hears a lie.

Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 21). The planetar can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague

Aura of Life. As long as the planetar is not incapacitated, an aura of life is emitted as stated in the aura of vitality spell with the following exceptions: The aura is only active during combat, any creatures with the alignment of neutral good, lawful neutral, lawful good gains the maximum benefit of the healing effect, it does not require a bonus action to heal neutral good, lawful neutral, lawful good creatures and the planetar's healing ability is increased from 2d6 to 4d6 + its Charisma modifier. The aura can heal a number of creatures equal to the planetar's Charisma modifier at the start of its turn but it cannot heal the same creature more than twice during that turn.

Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The planetar makes two melee attacks.

Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 8) slashing damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Teleport. The planetar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.


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Divine light is a weapon and demons hate it.

A planetar knight is a planetar that has seen so much war and destruction that they have become prestigious in battle. Many of them spar amongst each other as few other Angels are up to the challenge. They are generally under the tutelage of a Solar once they are deemed worthy of being their successor by means of accomplishing a great feat of heroic valor or through fierce determination for what is right. The planetar knights that get such tutelage are often taught some of the abilities of a solar to aid them in their endeavors. The planetar knights distinguish themselves by going to defeat any source of evil, be it fiend, demon or devil. This alone is not their only distinction. They have shown such determination to launch themselves into the fray of battle that the gods they serve have given them a life bringing aura to aid them and their allies in battle. No other Angel has such a blessing. Much like the planetars that have not yet risen to this level of battling prowess, they are muscular and hairless and have opalescent green skin and white-feathered wings. They will often lead a small group of planetars and devas into the heat of battle with eyes that will stare down all those unlucky enough to cross their path.

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