This week we look to the Planetar from D&D.
These creatures can boast a challenging fight for your players, but what made me pick them for this week was the options they have in an encounter.
Plantar's are CR16, but have a decent range of defensive capabilities. This includes a 19 AC, resistance to magic and can healing touch 4 times per day for free. This in addition to being resistance to most damages that are non magical, and immune to charmed, exhausted and frightened can really hamper a creative party's strategy.
Lastly, the Plantar has true sight, meaning any illusionary effect that could confuse a weaker foe will not trick this creature.
I always enjoy players creatively solving their problems, and leveraging weaknesses they may have discovered about their foe. This creature however, turns the tables on that slightly, and with a 40ft flying speed, can get some distance on any hard-hitting melee heroes you have in your games.
In terms of offence, the Plantar has a slew of tools in its belt. The Plantar can cast multiple spells a certain number of times a day, like Insect Swarm, Invisibility (at will!!), Flame Strike and Raise Dead to name a few.
Lastly, any weapon attacks from the Plantar have the Angelic Weapons trait, meaning it deals an additional 5d8 gradient damage. That's a lot of extra punch for an already strong creature!
Regarding its weapons, it holds a great sword and has 2 attacks per action - so the Plantar can hold its own in melee.
Another cool monster I found recently, and will br introducing to one of my higher lever campaigns!
Thanks for reading, and see you again soon!
-KJ
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