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5ead/monsters/md/creature_codex/ophanim.md
2025-06-07 07:58:30 -05:00

1.8 KiB

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.