Medium Celestial (Angel), Chaotic Good
Armor Class 23 Natural armor
Hit Points 200 (17d8 + 119)
Speed 40 ft., Fly 120 ft.
STR
24 (+7)
DEX
22 (+6)
CON
24 (+7)
INT
22 (+6)
WIS
25 (+7)
CHA
28 (+9)
Saving Throws DEX +13, CON +14, WIS +14, CHA +16
Skills Perception +14, Performance +16, Sleight of Hand +13
Damage Resistances Necrotic
Damage Immunities Poison, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Stunned
Senses Truesight 120ft, Passive Perception 24
Languages All, Telepathy 120ft
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Magic items. The planetar always carries on their person a Wand of polymorph (with 40 charges), a wand of wonder (the planetar gets to choose instead of roll if they wish), A well of many worlds, a deck of many things (which effects only last for 6 hours and all outcomes caused are undone so no one is harmed). 

Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 psychic damage (included in the attack).

Divine Awareness. The planetar knows if it hears a lie.

Boon of joy and illusions. The planetar has advantage on any charisma check to do with making someone feel joy or laugh, they also can take control and reshape any illusion spell as they wish. 

Not so serious Aura. Each creature within 30ft of the planetar who fails any d20 roll or roll a 20/critical success begins to laugh uncontrollably and tell jokes about what they just did. They now count as incapacitated until the end of their next turn. 

Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 24). The planetar can innately cast the following spells, requiring no verbal or material components:

At will: detect evil and good, invisibility (self only), Nathair's Mischief, 

3/day each: Otto's Irresistible Dance, dispel evil and good, Animate objects, raise dead

1/day each: commune, control weather, Seeming, Mislead

Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.

Actions

Multi attack. The planetar makes three attacks, one of which can be exchanged for a spell within their innate spellcasting. 

Whip. Melee Weapon Attack: +13 to hit, reach 15 ft., 1 target. Hit: 11 (2d4 + 6) slashing damage plus 22 (5d8) psychic damage. 

Touch of misdirection (4/Day). The planetar touches another creature within 5ft of itself, that creature can't perceive any creature the planetar wants which includes the planetar themselves. Those creatures chosen by the planetar are counted as invisable to that creature they touch. This effect lasts for 1d20 rounds. 

Comedic Act. Each creature that can see or hear the planetar must make a DC 24 Charisma saving throw or be incapacitated until the planetar's next turn. 

Description

The 11ft tall halfling like planetars of Vishion are very special to their religion. As high arch comedian the planetars travel the worlds as the greatest joy makers under vishion doing their will. Other notable features are their ever changed and fluctuating purple skin covering a toned body obscured by their clothing and many many carried props. 

You may find a planetar of Vishion when joy and intrigue is at its lowest and where populations of mortals are at the most depressive states, this traveling creatures take the guise of a friendly hermit with a knack for jokes and entertainment. Joy will be restored as is their master's will. 

Previous Versions

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1/2/2022 7:40:03 PM
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Monster Tags: Angel

drdeatheer

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