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).

Every licence notice Tavern Bag relies on.