Ophanim
Creature Codex (3pp) p. 18
- Size
- Large
- Type
- celestial (angel)
- Alignment
- Good Lawful
- AC
- 19 (natural armor)
- Hit Points
- 200 (16d10+112)
- Speed
- walk 50 ft., fly 120 ft.
- Saving Throws
- Int +11, Wis +12, Cha +13
- Skills
- Insight +12, Perception +12
- Resistances
- radiant; bludgeoning, piercing, slashing from nonmagical weapons
- Immunities
- necrotic, poison
- Condition Immunities
- charmed, exhaustion, frightened, poisoned
- Senses
- truesight 120 ft.
- Passive Perception
- 22
- Languages
- All, telepathy 120 ft.
- Challenge
- 16
Traits
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.
True Resurrectio
rue resurrection
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
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.
recharge
D5
Spells
bless, detect evil and good, invisibility, scrying, thaumaturgy, dispel evil and good, earthquake, holy aura, commune, forbiddance