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Ōphan

Challenge
Alignment
str
12
dex
17
con
15
int
11
wis
14
cha
18

AC 16 (natural armor)

HP 115 (21d6+42; bloodied 57)

Speed 40 ft., fly 90 ft. (hover)


Proficiency +4; Maneuver DC 15

Saving Throws Con +6, Wis +6

Skills Perception +6 (+1d8), Religion +4

Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities charmed , fatigue , frightened , strife

Senses truesight 120 ft., passive Perception 20

Languages Celestial


All-Around Vision. The ōphan cannot be surprised. In addition, it has advantage on sight-based Wisdom (Perception) checks and on saving throws against being blinded .

Angelic Weapons. The ōphan’s weapon attacks are magical. When the ōphan hits with any weapon, the weapon deals an extra 10 (3d6) radiant damage (included in the attack).

Innate Spellcasting. The ōphan’s innate spellcasting ability is Charisma (spell save DC 16). The ōphan can innately cast the following spells, requiring no material components:

At will: dancing lights , detect evil and good , light

3/day each: daylight

1/day each: sunburst

Lawful Good. The ōphan radiates a Lawful Good aura.

Magic Resistance. The ōphan has advantage on saving throws made against spells and other magical effects.

Really Lit. While conscious, the ōphan sheds bright light in an 80-foot radius and dim light for an additional 40 feet. The effects of a darkness spell (or similar effect) are suspended in any area within 40 feet of the ōphan


ACTIONS

Multiattack. The ōphan attacks four times.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 10 (3d6) radiant damage.

Sunbeam. Ranged Spell Attack: +8 to hit, range 200/800 ft., one target. Hit: 17 (2d12+4) radiant damage and if the target is a creature, it makes a DC 16 Constitution saving throw or is blinded until the start of the ōphan’s next turn.


REACTIONS

Solar Flare (Recharge 5–6). When the ōphan takes damage from a melee attack it blasts its attacker with divine light. The creature makes a DC 16 Constitution saving throw or it is blinded for 1d4 rounds.

Description

One look at an ōphan makes it clear these are creatures beyond mortal existence. Their entire body is a silver wheel, studded with eyes with four wings at each cardinal point. Light emanates from their unearthly form, ensuring that nothing escapes from this celestial creature’s infinite gaze.

Ōphanim are said to be the makers of destiny, the origin of the term “wheels of fate.” Their countless eyes have been described as not only seeing everything as they are, but also as they should be. While less powerful than the seraphim, ōphanim are greater in number, always moving things forward according to prophecy and divine will. Some believe they can even link themselves together to enact cosmic chains of events or intertwine people’s destinies

Monster Type Description

Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.