D&D 3E/3.5 3.5.1 Planetar

Ash Mantle

Adventurer
This is the updated unofficial 3.5.1 version of the Planetar. I've gone ahead and used the Planescape Monstrous Compendium Index as a basis for the changes, which includes but is not limited to updated spell-likes, etc. Coming up next... the Solar!

Enjoy! :D

PLANETAR

Greater Aasimon
Large Outsider (Angel, Extraplanar, Good, Lawful)


Hit Dice: 18d8+144 (225 hp)
Initiative: +12 (+8 Dexterity, +4 Improved Initiative)
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 36 (–1 size, +8 Dex, +19 natural), touch 17, flat-footed 28
Base Attack/Grapple: +18/+35
Attack: +1 shocking burst bastard sword +32 melee (3d6+14 + 1d6 electricity/19–20/x2 + 1d10 electricity)
Full Attack: +1 shocking burst bastard sword +32/+27/+22/+17 melee (3d6+14 + 1d6 electricity/19–20/x2 + 1d10 electricity) or 2 slams +27 melee (2d8+13)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 15/silver and unholy, darkvision 60 ft., low-light vision, immunity to cold and electricity and petrification, protective aura, regeneration 10, resistance to acid 10 and fire 10, spell resistance 34, tongues
Saves: Fort +19 (+23 against poison), Ref +19, Will +21
Abilities: Str 37, Dex 27, Con 27, Int 26, Wis 27, Cha 26
Skills: Balance +10, Bluff +29, Concentration +29, Diplomacy +35, Disguise +31 (+33 when acting in character), Escape Artist +25, Hide +26, Intimidate +24, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the Planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +30, Sense Motive +35, Search +29, Spellcraft +31, Spot +29, Use Rope +8 (+10 with bindings)
Feats: Blind-Fight, Cleave, Exotic Weapon Proficiency (bastard sword), Great Cleave, Improved Initiative, Iron Will, Power Attack
Environment: Any land and underground (The Seven Mounting Heavens of Celestia)
Organization: Solitary or pair
Challenge Rating: 20
Treasure: No coins; double goods; standard items (plus +1 shocking burst bastard sword)
Alignment: Lawful Good
Advancement: 19–36 HD (Large); 37–54 HD (Huge)
Level Adjustment:

Planetars serve as mighty generals of celestial armies. They also help powerful mortals on missions of good, particularly those that involve battles with fiends.

Planetars resemble massively muscular, tall, commanding humanoids with smooth emerald skin, white-feathered wings, hairless heads, and eyes of penetrating blue. Their overall manner projects strength and confidence.

A planetar is 12 feet tall and weighs 800 pounds.

Combat

Despite their vast array of magical powers, planetars are likely to wade into melee with their +1 shocking burst greatswords. They particularly enjoy fighting fiends.

A planetar’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Regeneration: A planetar takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Spell-Like Abilities: At will—aid, animate objects, commune, continual flame, dispel magic, heal, holy smite (DC 22), invisibility (self only), lesser restoration (DC 20), remove blindness/deafness (DC 21), remove curse (DC 21), remove disease (DC 21), remove fear (DC 19), speak with dead (DC 21); 3/day—blade barrier (DC 24), cure serious wounds, flame strike (DC 23), polymorph (self only), power word stun, raise dead, waves of fatigue; 1/day—control weather, earthquake (DC 26), feeblemind, fire storm, greater restoration (DC 25), holy word, limited wish, mass charm monster (DC 26), symbol (any), waves of exhaustion. Caster level 18th. The save DCs are Charisma-based.

The following abilities are always active on the planetar’s person, as the spells (caster level 18th): detect evil, detect snares and pits, discern lies (DC 22), 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 as 17th-level clerics. A planetar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2; save DC 16 + spell level): 0—create water, detect magic, guidance, resistance (2), virtue; 1st—bless (2), cause fear, divine favor (2), entropic shield, inflict light wounds*, shield of faith; 2nd—aid*, align weapon, bear ’s endurance, bull’s strength (2), consecrate, eagle’s splendor, hold person; 3rd—contagion*, daylight, invisibility purge, prayer (2), summon monster III, wind wall; 4th—death ward, dismissal, inflict critical wounds*, neutralize poison (2), summon monster IV; 5th— break enchantment, circle of doom*, dispel evil, mark of justice, plane shift, righteous might; 6th—banishment, greater dispel magic, harm*, heal, heroes’ feast, mass cure moderate wounds; 7th—dictum, disintegrate*, holy word, regenerate; 8th—holy aura*, mass cure critical wounds, shield of law; 9th—implosion, summon monster IX (good)*.
*Domain spell. Domains: Destruction and Good.
 

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