Init: +8. Senses: darkvision 60 ft., detect evil, detect snares and pits, low-light vision, true seeing; Perception +27. Aura: protective aura. Ac: 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, -1 size; +4 deflection vs. evil).
Hp: 229 (17d10+136); regeneration 10 (evil weapons and effects).
Fortitude: +19. Reflex: +11. Will: +19; +4 vs. poison, +4 resistance vs. evil. Dr: 10/evil. Resist: electricity 10, fire 10. Immune: acid, cold, petrification. Sr: 27.
Speed: 30 ft., fly 90 ft. (good). Melee: +3 holy greatsword +27/+22/+17 (3d6+15/19-20) or slam +24 (2d8+12). Space: 10 ft.. Reach: 10 ft.. Strength: 27. Dexterity: 19. Constitution: 24. Intelligence: 22. Wisdom: 25. Charisma: 24.
Base Attack: +17. Cmb: +26. Cmd: 40.
Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Toughness.
Skills: 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.
Languages: Celestial, Draconic, Infernal; truespeech. Special Qualities: change shape (alter self).
Environment: any good-aligned plane. Organization: solitary or pair. Treasure: double (+3 holy greatsword).
spell-like abilities: (CL 16th)
Constant-detect evil, detect snares and pits, discern lies (DC 20), true seeing
At will-continual flame, dispel magic, holy smite (DC 21), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear (DC 18), speak with dead (DC 20)
3/day-blade barrier (DC 21), flame strike (DC 22), power word stun, raise dead, waves of fatigue
1/day-earthquake (DC 25), greater restoration, mass charm monster (DC 25), waves of exhaustion
spells prepared: (CL 16th)8th-earthquake (DC 25), fire storm (DC 25)
7th-holy word (DC 24), regenerate (2)
6th-banishment (DC 23), greater dispel magic, heal, mass cure moderate wounds (DC 23)
5th-break enchantment, dispel evil (2, DC 22), plane shift (DC 22), righteous might
4th-death ward, dismissal (DC 21), neutralize poison (DC 21), summon monster IV
3rd-cure serious wounds (2), daylight, invisibility purge, summon monster III, wind wall
2nd-align weapon (2), bear's endurance (2), cure moderate wounds (2), eagle's splendor
1st-bless (2), cure light wounds (4), shield of faith
0 (at will)-detect magic, purify food and drink, stabilize, virtue
Description: Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.
Special Abilities
Spells
Planetars cast divine spells as 16th-level clerics. They do not gain access to domains or other cleric abilities.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.