Ophanim
Ophanim
Large celestial, lawful good
- Armor Class 19 (natural armor)
- Hit Points 200 (16d10+112)
- Speed 50 ft., fly 120 ft. (hover)
- STR
24 (+7) - DEX
22 (+6) - CON
25 (+7) - INT
22 (+6) - WIS
24 (+7) - CHA
26 (+8)
- Saving Throws Int +11, Wis +12, Cha +13
- Skills Insight +12, Perception +12
- Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities necrotic, poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses truesight 120 ft., passive Perception 22
- Languages all, telepathy 120 ft.
- Challenge 16 (15,000 XP)
- 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.