Ophanim

Large Celestial, lawful good

Armor Class 19 (natural armor)

Hit Points 200 (16d10+112)

Speed fly +120, walk +50, hover true

Challenge 16

STR
24
+7
DEX
22
+6
CON
25
+7
INT
22
+6
WIS
24
+7
CHA
26
+8

Saving Throws cha +13, int +11, wis +12

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.

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.

Source: Creature Codex · OGL/Open