Post by dm_mainprize on Feb 14, 2017 22:12:47 GMT
Dark Planetar
Large Fiend,neutral evil
Armor Class
19
Hit Points
200(16d10+ 112)
Speed
40 ft., fly 120 ft. ft.
STR 24 (+7), DEX 20 (+5), CON 24 (+7), INT 19 (+4), WIS 22 (+6), CHA 25 (+7)
Proficiency Bonus
+6
Saving Throws
Int +12, Con +12, Wis +11
Skills
Perception +11
Damage Resistances
necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened
Senses
truesight 120 ft., passive Perception 21
Languages
all, telepathy 120 ft.
Challenge
16(15000 XP)
Dark Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 necrotic damage (included in the attack), any attack that is a crit casts the spell darkness centered on the target, this instance of darkness does not require concentration.
Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: blindness/deafness, darkness (self only) 3/day each: blade barrier, circle of death, blight, raise dead 1/day each: contagion, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The planetar makes two melee attacks.
Dark Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) necrotic damage.
Draining Presence.The Planetar absorbs all the life force in a 60 foot sphere centered on itself. Any creature in the target area must make a DC 18 Constitution saving throw. On a failed save the life force of the target is drained and it takes 30 (6d8 + 3) hit points of necrotic damage and half as much on a successful save.
Dark Planetar
Large Fiend,neutral evil
Armor Class
19
Hit Points
200(16d10+ 112)
Speed
40 ft., fly 120 ft. ft.
STR 24 (+7), DEX 20 (+5), CON 24 (+7), INT 19 (+4), WIS 22 (+6), CHA 25 (+7)
Proficiency Bonus
+6
Saving Throws
Int +12, Con +12, Wis +11
Skills
Perception +11
Damage Resistances
necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened
Senses
truesight 120 ft., passive Perception 21
Languages
all, telepathy 120 ft.
Challenge
16(15000 XP)
Dark Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 necrotic damage (included in the attack), any attack that is a crit casts the spell darkness centered on the target, this instance of darkness does not require concentration.
Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: blindness/deafness, darkness (self only) 3/day each: blade barrier, circle of death, blight, raise dead 1/day each: contagion, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The planetar makes two melee attacks.
Dark Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) necrotic damage.
Draining Presence.The Planetar absorbs all the life force in a 60 foot sphere centered on itself. Any creature in the target area must make a DC 18 Constitution saving throw. On a failed save the life force of the target is drained and it takes 30 (6d8 + 3) hit points of necrotic damage and half as much on a successful save.
Dark Planetar