Ophanim
Large Celestial lawful good
- Armor Class: 19 (natural armor)
- Hit Points: 200 (16d10+112)
- Speed: fly 120 ft. hover True ft. walk 50 ft.
- Challenge Rating: 16 (15,000 XP)
- Source: Creature Codex, page 18
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
22 (+6) |
25 (+7) |
22 (+6) |
24 (+7) |
26 (+8) |
- Saving Throws: Int +11, Wis +12, Cha +13
- Skills: insight +12, perception +12
- Damage Immunities: necrotic, poison
- Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: charmed, exhaustion, frightened, poisoned
- Senses: truesight 120 ft., passive Perception 22
- Languages: all, telepathy 120 ft.
Special Abilities
- Divine Awareness: The ophanim knows if it hears a lie.
- Magic Resistance: The ophanim has advantage on saving throws against spells and other magical effects.
- Innate Spellcasting: The ophanim's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
At will: bless, detect evil and good, invisibility (self only), scrying, thaumaturgy
3/day each: dispel evil and good, earthquake, holy aura
1/day each: commune, forbiddance, true resurrection
Actions
- Multiattack: The ophanim makes four Light of Judgment attacks.
- Light of Judgment: Ranged Spell Attack: +13 to hit, range 80/320 ft., one target. Hit: 18 (4d8) radiant damage.
- Holy Fire (Recharge 5-6): The ophanim emits a burst of holy fire. Each creature within 30 feet of the ophanim must make a DC 19 Dexterity saving throw, taking 63 (18d6) radiant damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hp by this damage dies, leaving only a pile of fine ash.
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