Cracks knuckles....
A Note on combat. Many of an angel spells [3rd or lower] cannot be used at all unless it surpresses it's own protective aura. This means it does need to buff use minor buffs before it engages in combat.
Fallen Planetar
Size/Type: Large Outsider (Angel, Extraplanar, Evil)
Hit Dice: 14d8+70 (133 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 90 ft. (good)
Armor Class: 32 (-1 size, +4 Dex, +19 natural), touch 13, flat-footed 28
Base Attack/Grapple: +14/+25
Attack: +1 vicious, keen greatsword +21 melee (3d6+11+2d6/17-20) or slam +20 melee (2d8+10)
Full Attack: +1 vicious, keen greatsword +21/+16/+11 melee (3d6+11+2d6/17-20) or slam +20 melee (2d8+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Change shape, damage reduction 10/good, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues
Saves: Fort +14 (+18 against poison), Ref +13, Will +15
Abilities: Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22
Skills: Bluff +23, Concentration +22, Craft or Knowledge (any three) +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)
Feats: Blind-Fight, Cleave, Improved Initiative, Quicken spell, Power Attack
Environment: Hell
Organization: Solitary or pair
Challenge Rating: 16
Treasure: No coins; double goods; standard items
Alignment: Lawful Evil
Advancement: 15-21 HD (Large); 22-42 HD (Huge)
This fallen planetar is nearly 12.5 feet tall and weighs about 666 pounds.
Combat Despite their vast array of magical powers, fallen planetars are likely to wade into melee with their +1 vicious keen greatswords, enhanced with Greater magic weapon. The pain from their own blades cause then to cry tears of blood, though, the actual damage is swiftly regenerated. Not entirely broken of their old habits, they particularly enjoy fighting fiends, making them fierce warriors against demons and those who rebuff the infernal hierarchy.
This fallen planetar’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Regeneration This fallen planetar takes damage from good-aligned weapons and from spells and effects with the good descriptor.
Protective Aura (Su): Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against good effect and a
lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.
Spell-Like Abilities
At will—continual flame, dispel magic, Unholy 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. Caster level 17th. The save DCs are Charisma-based.
The following abilities are always active on This fallen planetar’s person, as the spells (caster level 17th)
detect good, detect snares and pits, discern lies (DC 20), see invisibility, and true seeing. They can be dispelled, but this fallen planetar can reactivate them as a free action.
Spells
Planetars can cast divine spells as 17th-level clerics. This fallen planetar’s has access to the following domains: Destruction & War (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2; save DC 16 + spell level)
0—create water, detect magic, guidance, resistance (2), virtue
1st—bless, cause fear, detect chaos, divine favor (2), entropic shield, inflict light wounds*, shield of faith
2nd—align weapon, bear’s endurance, bull’s strength, eagle’s splendor, hold person, resist energy(2), Shatter*
3rd—contagion*, Dispel magic, invisibility purge, magic vestments, prayer, protection from energy, wind wall
4th— death ward, inflict critical wounds*, Greater magic weapon[2], summon monster IV
5th— Mass inflict light wounds*, dispel good, plane shift, righteous might, Slay living[2].
6th—banishment, greater dispel magic, harm*, harm, heal[2].
7th— Quickened searing light, disintegrate*, Unholy word, Destruction.
8th—Disintegrate*, Unholy aura, Quickened cure critical wounds.
9th—implosion*, Quickened righteous might.
*Domain spell. Domains: Destruction and War.