For the vanilla version of the spell, see Summon Planetar.
Summon Planetar
Level: Epic
School: Conjuration
Range: Long
Duration: 2 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell opens a celestial gate and calls forth a planetar to fight at the caster’s side until the spell expires or the planetar’s earthly avatar is slain.
Planetar (18 Hit Dice):
STR 19, DEX 19, CON 18, INT 18, WIS 21, CHA 22; AL Chaotic Good
HP 152, AC -7, THAC0 1, Saving Throws 3/5/4/4/6
3 Attacks Per Round, 2d6+10 Slashing Damage (Greatsword +3)
Combat Abilities:
Vorpal: 15% chance target must save vs. death at -2 or die
Special Qualities:
Immune to weapons lower than +3 enchantment
Immune to charm, confusion, feeblemindedness, level drain, death, imprisonment, maze, petrification, & poison effects
Regeneration: 2hp/round
Cold & Electrical Resistance 100%; Fire Resistance 50%; Magic Resistance 75%
Slashing, Crushing, Piercing, & Missile Resistance 20%
Memorized Spells:
1º Bless (x3), Resist Fear (x3)
2º Aid (x3), Find Trap, Know Opponent, Draw upon Divine Might
3º Cure Disease (x2), Holy Smite (x2), Break Enchantment (x2)
4º Cure Critical Wounds (x2), Death Ward (x2), Neutralize Poison (x2), Magic Circle against Evil (x2)
5º Chaotic Commands (x2), Raise Dead (x2), True Seeing (x2)
6º Blade Barrier, Bolt of Glory, Heal
7º Greater Restoration, Holy Word