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Angel, Planetar

CR 16.00 Outsider NG Large HD 17
Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.

Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace.

HP
229 (17d10+136); regeneration 10 (evil weapons and effects)
AC
32, touch 13, flat-footed 28 (+4 Dex, +19 natural, -1 size; +4 deflection vs. evil)
Init
+8
Speed
30 ft., fly 90 ft. (good)
Fort
+19
Ref
+11
Will
+19; +4 vs. poison, +4 resistance vs. evil
BAB
+17
CMB
+26
CMD
40
Melee
+3 holy greatsword +27/+22/+17 (3d6+15/19-20) or slam +24 (2d8+12)
Space
10 ft.
Reach
10 ft.
DR
10/evil
SR
27
Aura
protective aura
str
27
+8
dex
19
+4
con
24
+7
int
22
+6
wis
25
+7
cha
24
+7

Weapons: Martial, Simple

change shape (alter self)

Universal Monster Rules

Change Shape (alter self) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Feats, Traits & Items

Blind-Fight from Feat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Improved Sunder from Feat

You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.

Calculated: +2 Maneuver Check Bonus
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus

Acrobatics +24, Craft (any one) +26, Diplomacy +27, Fly +26, Heal +24, Intimidate +27, Knowledge (history) +23, Knowledge (planes) +26, Knowledge (religion) +26, Perception +27, Sense Motive +27, Stealth +20

spell-like abilities:
Constant—Detect Evil, Constant—Detect Snares And Pits, Constant—Discern Lies (DC 20), Constant—True Seeing (DC 23), At will—Continual Flame, At will—Dispel Magic, At will—Holy Smite (DC 21), At will—Invisibility (DC 19), At will—Restoration, Lesser (DC 18), At will—Remove Curse (DC 21), At will—Remove Disease (DC 20), At will—Remove Fear (DC 18), At will—Speak With Dead (DC 20), 3/day—Blade Barrier (DC 23), 3/day—Flame Strike (DC 21), 3/day—Power Word Stun, 3/day—Raise Dead (DC 22), 3/day—Waves Of Fatigue, 1/day—Earthquake (DC 25), 1/day—Restoration, Greater (DC 24), 1/day—Charm Monster, Mass, 1/day—Waves Of Exhaustion
spells prepared:
8th—Earthquake (DC 25), 8th—Fire Storm (DC 24), 7th—Holy Word (DC 23), 7th—Regenerate (DC 24), 6th—Banishment (DC 24), 6th—Dispel Magic, Greater, 6th—Heal (DC 22), 6th—Cure Moderate Wounds, Mass (DC 23), 5th—Break Enchantment (DC 22), 5th—Dispel Evil (DC 21), 5th—Plane Shift (DC 24), 5th—Righteous Might, 4th—Death Ward (DC 21), 4th—Dismissal (DC 22), 4th—Neutralize Poison (DC 20), 4th—Summon Monster IV, 3rd—Cure Serious Wounds (DC 20), 3rd—Daylight, 3rd—Invisibility Purge, 3rd—Summon Monster III, 3rd—Wind Wall, 2nd—Align Weapon (DC 19), 2nd—Bear's Endurance (DC 19), 2nd—Cure Moderate Wounds (DC 19), 2nd—Eagle's Splendor (DC 19), 1st—Bless, 1st—Cure Light Wounds (DC 18), 1st—Shield Of Faith (DC 18), At will—Detect Magic, At will—Purify Food And Drink (DC 17), At will—Stabilize (DC 17), At will—Virtue
Details
Type
Outsider
Alignment
NG
Size
Large
Environment
any good-aligned plane
Organization
solitary or pair
Treasure
double (+3 holy greatsword)
Senses
darkvision 60 ft., detect evil, detect snares and pits, low-light vision, true seeing; Perception +27
Aura
protective aura
Languages
Celestial, Draconic, Infernal; truespeech
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
63 House/Core
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