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Ophanim 2014

CR 16 celestial

Large celestial, lawful good


Armor Class
19 (natural armor)
Hit Points
200 (16d10+112)
Speed
50 ft., fly 120 ft. (hover)

STR24 (+7)
DEX22 (+6)
CON25 (+7)
INT22 (+6)
WIS24 (+7)
CHA26 (+8)

Saving Throws
Intelligence +11, Wisdom +12, Charisma +13
Skills
Insight +12, Perception +12
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) · Proficiency Bonus +5

Divine Awareness.

The ophanim knows if it hears a lie.

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

Magic Resistance.

The ophanim has advantage on saving throws against spells and other magical effects.

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.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details