# 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.