Ophanim
Large Celestial, lawful good. CR 16, AC 19, 200 HP. Traits: Divine Awareness, Magic Resistance, Innate Spellcasting.
- Armor class
- 19
- Hit points
- 200
- Challenge
- 16
- Creature type
- Celestial
- Size
- Large
- Alignment
- lawful good
Stat block
- Cha
- 26
- Con
- 25
- Dex
- 22
- Int
- 22
- Str
- 24
- Wis
- 24
- Speed
- Fly: 120; Walk: 50; Hover: true
- Senses
- truesight 120 ft., passive Perception 22
- Skills
- Insight: 12; Perception: 12
- 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.
- Languages
- all, telepathy 120 ft.
- Saving throws
- Wisdom: 12; Charisma: 13; Intelligence: 11
- Damage immunities
- necrotic, poison
- 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
- Damage resistances
- radiant; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition immunities
- charmed, exhaustion, frightened, poisoned
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).