Ophanim

Large celestial (angel), Good Lawful

Armor Class

19 (natural armor)

Hit Points

200 (16d10+112)

Speed

walk 50 ft., fly 120 ft.

Saves

Int +11, Wis +12, Cha +13

Skills

Insight +12, Perception +12

Damage Resistances

radiant; bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

necrotic, poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Languages

All, telepathy 120 ft.

Challenge

16

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.