Medium or Small Celestial, Chaotic Evil
AC 20 Natural Armor    Initiative +13 (23)
HP 460 (40d8 + 280)
Speed 40 ft., Fly 40 ft.
Mod Save
STR 24 +7 +15
DEX 20 +5 +5
CON 24 +7 +15
Mod Save
INT 20 +5 +5
WIS 22 +6 +14
CHA 24 +7 +15
Skills Perception +14
Resistances Necrotic
Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Exhaustion, Frightened
Senses Truesight 120 ft.; Passive Perception 24
Languages All, Telepathy 120 ft.
CR 25 (XP 75,000, or 90,000 in lair; PB +8)
Traits

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

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

Legendary Resistance (3/Day). If the crude planetar fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The planetar makes three Necrotic Sword attacks.

Necrotic Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 18 (2d10 + 7) Slashing damage plus 18 (4d8) Necrotic damage.

Spellcasting. The crude planetar casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20):

At Will: Scrying, Teleportation Circle

3/Day Each: Circle of Death, Negative Energy Flood, Finger of Death
1/Day Each: Harm, Disintegrate, Dark Star

Legendary Actions

The crude planetar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The crude planetar regains spent legendary actions at the start of its turn.

Attack. The crude planetar makes a Necrotic Sword Attack.

Disrupt Life (Costs 2 Actions). Each non-undead creature within 20 feet of the crude planetar must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Crude planetars are made when an evil-aligned mortal attempts to ascend to celestial status through arcane means, giving powers similar to lichdom. This allows them to keep their soul at the cost of their sanity.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the crude planetar can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:

  • The crude planetar calls forth the spirits of its victims. These apparitions materialize and attack one creature that the crude planetar can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
  • A wraith appears within 20 feet of the crude planetar.
  • The crude planetar regains 50 hit points.

 

Previous Versions

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liamalexwhite2010

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