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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Ophanim/

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.

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