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<blockquote data-quote="dave2008" data-source="post: 8004367" data-attributes="member: 83242"><p>[ATTACH=full]132263[/ATTACH]</p><p><span style="font-size: 10px">Planetar modified by dave2008 (original artist unknown)</span></p><p></p><p><span style="font-size: 26px">P</span><span style="font-size: 22px">LANETAR </span><span style="font-size: 26px">C</span><span style="font-size: 22px">HAMPION</span></p><p><img src="https://www.enworld.org/attachments/1612536042784-png.132229/" alt="1612536042784.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p>Planetars Champions are powerful spirits that directly serve the powers of the Upper Planes. They are tall, commanding humanoids who have smooth emerald skin, two pairs of white feathered wings, hairless heads, and eyes of a penetrating blue. Their overall manner projects strength and confidence.</p><p></p><p>Planetars Champions aid only the most powerful mortal servants on missions of good, particularly those that involved battles with fiends. Planetar champions love battling fiends and slay every truly evil creature set in their path.</p><p></p><p>As celestial stewards, planetar champions directly serve good deities. They are only sent to other planes to aid the most powerful and faithful of their deities' servants. Only the most perilous of missions were assigned to them, such as rescuing a mortal cleric from the grips of a pit fiend or recovering a stolen artifact from the lair of an arcanaloth. On such missions, they usually act alone.</p><p></p><p><strong><span style="font-size: 22px">Planetar Champion</span></strong></p><p><em>Large celestial, lawful good</em></p><p><img src="https://www.enworld.org/attachments/1602788170808-png.127478/" alt="1602788170808.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class</strong> 19 (natural armor)</p><p><strong>Hit Points</strong> 200 (16d10 + 112; bloodied 100)</p><p><strong>Speed</strong> 40 ft., fly 120 ft.</p><p><img src="https://www.enworld.org/attachments/1602788180099-png.127479/" alt="1602788180099.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>23 (+6)</td><td>20 (+5)</td><td>24 (+7)</td><td>19 (+4)</td><td>22 (+6)</td><td>25 (+7)</td></tr></table><p><img src="https://www.enworld.org/attachments/1602788185616-png.127480/" alt="1602788185616.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Saving Throws</strong> Con +12, Wis +11, Cha +12</p><p><strong>Skills</strong> athletics +12, intimidation +12, perception +11</p><p><strong>Damage Resistances</strong> cold, fire, force, lightning, Radiant; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened, petrified</p><p><strong>Senses</strong> Truesight 180 ft., passive perception 21</p><p><strong>Languages</strong> All, telepathy 120 ft.</p><p><strong>Challenge</strong> 17 (18,000 XP) <strong>Proficiency Bonus</strong> +5</p><p><img src="https://www.enworld.org/attachments/1602788192622-png.127481/" alt="1602788192622.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><em><strong>Angelic Awareness.</strong></em> The planetar cannot be surprised.</p><p></p><p><em><strong>Angelic Weapons.</strong></em> The planetar's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Additionally, its celestial greatsword provides a +2 bonus to hit and damage rolls (included in the attack) and deals an extra 6d6 slashing damage on a critical hit.</p><p></p><p><em><strong>Divine Awareness.</strong></em> The planetar knows if it hears a lie.</p><p></p><p><em><strong>Divine Strikes.</strong></em> When the planetar has advantage on an attack and both rolls are a hit, the attack scores a critical hit.</p><p></p><p><em><strong>Magic Resistance.</strong></em> The deva has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the deva has disadvantage on the attack roll.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Multiattack.</strong></em> The planetar makes two melee attacks.</p><p></p><p><em><strong>Greatsword.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 22 (4d6 + 8) slashing damage plus 18 (4d8) radiant damage and the target must make a DC 16 Strength saving throw or suffer one of the following effects of the planetar's choice:</p><ul> <li data-xf-list-type="ul">The target is pushed 15 feet.</li> <li data-xf-list-type="ul">The target is knocked prone.</li> <li data-xf-list-type="ul">The target's speed is reduced in half and it has disadvantage on Dexterity saving throws until the end of the planetar's next turn.</li> </ul><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack.</em> +12 to hit, reach 5 ft., one target. <em>Hit.</em> 11 (2d4 + 6) bludgeoning damage plus 18 (4d8) radiant damage and the target must make a DC 16 Strength saving throw or be stunned until the end of its next turn.</p><p></p><p><strong><em>Flame Strike.</em></strong> The planetar conjures a column of divine fire roars down from the heavens to a point the planetar can see within 90 feet of it. Each creature in a 10-foot radius, 40-foot-high cylinder centered on the point must make a DC 20 Dexterity saving throw, taking 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.</p><p></p><p><em><strong>Healing Touch</strong> <strong>(4/Day).</strong> </em>The planetar touches another creature. The target magically regains 34 (6d8 + 7) hit points and is freed from any curse, disease, poison, blindness, or deafness.</p><p></p><p><em><strong>Innate Spellcasting.</strong></em> The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:</p><p></p><p>At will: <em>detect evil and good, invisibility (self only)</em></p><p>3/day each: <em>blade barrier, dispel evil and good, dispel magic, raise dead</em></p><p>1/day each: <em>commune, control weather, fire storm, greater restoration, insect plague</em></p><p></p><p><strong><u>REACTIONS</u></strong></p><p><em><strong>Reactive Strike.</strong></em> If a creature misses the planetar with a melee attack, the planetar can make a Slam attack against that target.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8004367, member: 83242"] [ATTACH type="full" alt="planetar4.jpg"]132263[/ATTACH] [SIZE=2]Planetar modified by dave2008 (original artist unknown)[/SIZE] [SIZE=7]P[/SIZE][SIZE=6]LANETAR [/SIZE][SIZE=7]C[/SIZE][SIZE=6]HAMPION[/SIZE] [IMG alt="1612536042784.png"]https://www.enworld.org/attachments/1612536042784-png.132229/[/IMG] Planetars Champions are powerful spirits that directly serve the powers of the Upper Planes. They are tall, commanding humanoids who have smooth emerald skin, two pairs of white feathered wings, hairless heads, and eyes of a penetrating blue. Their overall manner projects strength and confidence. Planetars Champions aid only the most powerful mortal servants on missions of good, particularly those that involved battles with fiends. Planetar champions love battling fiends and slay every truly evil creature set in their path. As celestial stewards, planetar champions directly serve good deities. They are only sent to other planes to aid the most powerful and faithful of their deities' servants. Only the most perilous of missions were assigned to them, such as rescuing a mortal cleric from the grips of a pit fiend or recovering a stolen artifact from the lair of an arcanaloth. On such missions, they usually act alone. [B][SIZE=6]Planetar Champion[/SIZE][/B] [I]Large celestial, lawful good[/I] [IMG alt="1602788170808.png"]https://www.enworld.org/attachments/1602788170808-png.127478/[/IMG] [B]Armor Class[/B] 19 (natural armor) [B]Hit Points[/B] 200 (16d10 + 112; bloodied 100) [B]Speed[/B] 40 ft., fly 120 ft. [IMG alt="1602788180099.png"]https://www.enworld.org/attachments/1602788180099-png.127479/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]23 (+6)[/TD] [TD]20 (+5)[/TD] [TD]24 (+7)[/TD] [TD]19 (+4)[/TD] [TD]22 (+6)[/TD] [TD]25 (+7)[/TD] [/TR] [/TABLE] [IMG alt="1602788185616.png"]https://www.enworld.org/attachments/1602788185616-png.127480/[/IMG] [B]Saving Throws[/B] Con +12, Wis +11, Cha +12 [B]Skills[/B] athletics +12, intimidation +12, perception +11 [B]Damage Resistances[/B] cold, fire, force, lightning, Radiant; bludgeoning, piercing, and slashing from nonmagical attacks [B]Condition Immunities[/B] charmed, exhaustion, frightened, petrified [B]Senses[/B] Truesight 180 ft., passive perception 21 [B]Languages[/B] All, telepathy 120 ft. [B]Challenge[/B] 17 (18,000 XP) [B]Proficiency Bonus[/B] +5 [IMG alt="1602788192622.png"]https://www.enworld.org/attachments/1602788192622-png.127481/[/IMG] [I][B]Angelic Awareness.[/B][/I] The planetar cannot be surprised. [I][B]Angelic Weapons.[/B][/I] The planetar's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Additionally, its celestial greatsword provides a +2 bonus to hit and damage rolls (included in the attack) and deals an extra 6d6 slashing damage on a critical hit. [I][B]Divine Awareness.[/B][/I] The planetar knows if it hears a lie. [I][B]Divine Strikes.[/B][/I] When the planetar has advantage on an attack and both rolls are a hit, the attack scores a critical hit. [I][B]Magic Resistance.[/B][/I] The deva has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the deva has disadvantage on the attack roll. [B][U]ACTIONS[/U][/B] [I][B]Multiattack.[/B][/I] The planetar makes two melee attacks. [I][B]Greatsword.[/B][/I] [I]Melee Weapon Attack:[/I] +14 to hit, reach 10 ft., one target. [I]Hit:[/I] 22 (4d6 + 8) slashing damage plus 18 (4d8) radiant damage and the target must make a DC 16 Strength saving throw or suffer one of the following effects of the planetar's choice: [LIST] [*]The target is pushed 15 feet. [*]The target is knocked prone. [*]The target's speed is reduced in half and it has disadvantage on Dexterity saving throws until the end of the planetar's next turn. [/LIST] [I][B]Slam.[/B][/I] [I]Melee Weapon Attack.[/I] +12 to hit, reach 5 ft., one target. [I]Hit.[/I] 11 (2d4 + 6) bludgeoning damage plus 18 (4d8) radiant damage and the target must make a DC 16 Strength saving throw or be stunned until the end of its next turn. [B][I]Flame Strike.[/I][/B] The planetar conjures a column of divine fire roars down from the heavens to a point the planetar can see within 90 feet of it. Each creature in a 10-foot radius, 40-foot-high cylinder centered on the point must make a DC 20 Dexterity saving throw, taking 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. [I][B]Healing Touch[/B] [B](4/Day).[/B] [/I]The planetar touches another creature. The target magically regains 34 (6d8 + 7) hit points and is freed from any curse, disease, poison, blindness, or deafness. [I][B]Innate Spellcasting.[/B][/I] The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: [I]detect evil and good, invisibility (self only)[/I] 3/day each: [I]blade barrier, dispel evil and good, dispel magic, raise dead[/I] 1/day each: [I]commune, control weather, fire storm, greater restoration, insect plague[/I] [B][U]REACTIONS[/U][/B] [I][B]Reactive Strike.[/B][/I] If a creature misses the planetar with a melee attack, the planetar can make a Slam attack against that target. [/QUOTE]
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