Angel, PlanetarCR 16

Always good (any) Large Outsider (Angel, Extraplanar, Good)

Init +8; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, discern lies, see invisibility, true seeing; Listen +23, Spot +23

Languages Celestal, Infernal, Draconic; tongues

AC 32, touch 13, flat-footed 28; protective aura
(−1 size, +4 Dex, +19 natural)

hp 133 (14 HD); DR 10/evil; regeneration 10

Immune acid, cold, petrification

Resist electricity 10, fire 10; SR 30

Fort +14 (+18 against poison), Ref +13, Will +15

Speed 30 ft., fly 90 ft. (good)

Melee +3 greatsword +23/+18/+13 (3d6+13/19-20); or

Melee Slam +20 (2d8+10)

Space 10 ft.; Reach 10 ft.

Base Atk +14; Grp +25

Atk Options Blind-Fight, Cleave, Improved Sunder, Power Attack

Special Actions change shape

Spell-like Abilities (CL 17):

At will—continual flame, dispel magic, holy smite (DC 20), invisibility (self only), lesser restoration (DC 18), remove curse (DC 19), remove disease (DC 19), remove fear (DC 17), speak with dead (DC 19)

3/day—blade barrier (DC 22), flame strike (DC 21), power word stun, raise dead, waves of fatigue

1/day—earthquake (DC 24), greater restoration (DC 23), mass charm monster (DC 24), waves of exhaustion

The save DCs are Charisma-based

Typical Cleric Spells Prepared (CL 17):

0—create water, detect magic, guidance, resistance (2), virtue

1—bless (2), cause fear, divine favor (2), entropic shield, inflict light wounds*, shield of faith

2—aid*, align weapon, bear's endurance, bull's strength (2), consecrate, eagle's splendor, hold person

3—contagion*, daylight, invisibility purge, prayer (2), summon monster III, wind wall

4—death ward, dismissal, inflict critical wounds*, neutralize poison (2), summon monster IV

5—break enchantment, mass inflict light wounds*, dispel evil, mark of justice, plane shift, righteous might

6—banishment, greater dispel magic, harm*, heal, heroes' feast, mass cure moderate wounds

7—dictum, disintegrate*, holy word, regenerate

8—holy aura*, mass cure critical wounds, shield of law

9—implosion, summon monster IX (good)*

Abilities Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22

Feats Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack

Skills Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings)

Advancement 15-21 HD (Large); 22-42 HD (Huge)

Regeneration (Ex) A planetar takes normal damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Change Shape (Su) A planetar can assume the form of any Small or Medium humanoid.