3e SRD:Celestial, Planetar

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Size/Type: Large Outsider (Good)
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.


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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