Planetar (CR 16)

Large Outsider (Good)
Alignment: Always good (any)
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +23, and Spot +23
Languages: Tongues SA


AC: 32 (-1 size, +4 Dex, +19 natural), touch 13, flat-footed 28
Hit Dice: 14d8+70 (133 hp); DR: 10/evil
Fort +14(+8 against poison), Ref +13, Will +15
Speed: 30 ft., fly 90 ft. (good)
Space: 10 ft./10 ft.
Base Attack +14; Grapple +25
Attack: +3 greatsword +23/+18/+13 melee or slam +20 melee
Full Attack: +3 greatsword +23/+18/+13 melee or slam +20 melee
Damage: +3 greatsword 2d6+13/19-20, slam 2d8+10
Special Attacks/Actions: Spell-like abilities, spells
Abilities: Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22
Special Qualities: immunity to acid, cold and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, SR 30, celestial qualities
Feats: Blind-fight; Cleave; Improved Initiative; Improved Sunder; Power Attack
Skills: Concentration +22, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Knowledge (any four) or Craft (any four) +23, Listen +23, Move Silently +21, Search +23, Sense Motive +23, Spot +23, and Use Rope +4 (+6 with bindings)
Advancement: 15-21 HD (Large); 22-42 (Huge)
Climate/Terrain: Any good aligned plane
Organization: Solitary or pair
Treasure: no coins, double goods, standard items

Source: Monster Manual

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.

Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.

Tongues (Su): 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.

Protective Aura (Su): As a free action, planetars 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.

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).