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B
lazing their fiery paths through the heavens and
the earth, the ophanim are celestials tasked
with seeking the "hidden" forces of evil and Artist Credit
chaos so they may be exposed and destroyed. "Ophanim" by zhjake
The ophanim are made of wheels of grotesque https://society6.com/product/ophanim_print
fiery brass surrounding a core of pure sunlight,
each adorned with 6 ghastly eagle wings. Their
wheels contain burning eyes that stare and scan in every Radiant Cores While the ophanim are largely sent as scouts,
direction. As they fly about the planes, the ophanim invoke they are also among the most powerful celestials in battle.
their polyphonic voices to horrify evil-doers into repentance. They are equipped with hidden centers of powerful sunlight
Should this fail, they expose their core of brilliance to burn all that can be used to blind foes and burn their forms,
sources of darkness away from the world. empowering them to burn away darkness in the search of
Seeking Darkness The ophanim are the scouts of the evil. However, this core is the center of their being, and
most aggressive celestial powers, searching far and wide cunning foes attack it to weaken an ophanim.
across the planes to find malevolence that may cower amidst Eldritch Demeanor Many who see an ophanim fear they
the shadows. It is rumored that the eyes that cover their rings are not celestial beings, but instead serve the Great Old Ones
are taken from the corpses of fiends that perished on the with their terror. The ophanim are known for speaking in
fields of battle. These eyes constantly search about in tongues with a cacophony of voices that often overwhelm the
paranoia that the ophanim may be ambushed by an evil listeners. Ophanim also seldom console scared mortals, and
seeking to expire the light. However, with the ophanim's they speak of the universal good in a way that makes little
powerful wings and incredible sight, few enemies can escape sense to those without a cosmic perspective. Ultimately, they
or chase them for long. care little for the affairs of everyday people and would rather
accomplish their task than be admired by lower beings.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 Exposed. While Exposed, the ophanim has the following
additional properties:
Large Celestial, Lawful Good
• Blinding Radiance. The ophanim sheds bright light out
Armor Class 18 (natural armor) while Guarded , 16 while to 120 feet and dim light out to 300 feet. If a
Exposed creature is looking in the direction of the ophanim at
Hit Points 190 the start of its turn or turns to look at the ophanim
Speed fly 80 ft. directly during its turn, the creature must make a DC
18 Constitution Saving throw. On a failure, the
creature is blinded until the end of the ophanim's
STR DEX CON INT WIS CHA next turn.
16 (+3) 20 (+5) 18 (+4) 20 (+5) 22 (+6) 22 (+6) • Purgery of Form All shapeshifting effects within 60
feet of the ophanim are dispelled
Saving Throws Wis +11, Cha +11 • Visible Weakness The ophanim's AC is reduced by 2,
Skills Perception +11, Investigation +10 and critical hits against the ophanim deal an
Damage Resistances necrotic; fire additional 1d10 force damage.
Damage Immunities radiant; bludgeoning, piercing, and
slashing from nonmagical attacks Actions
Condition Immunities blinded, charmed, frightened
Senses truesight 300 ft. all directions, passive Multiattack. If the ophanim is Guarded, it can use its
perception 21 Fearful Presence. Then, the ophanim can make two
Languages all, telepathy aether beam attacks
Challenge 15 (13,000 XP) Aether Beam. Ranged Spell Attack +11 to hit, range 120
feet, one target. Hit: 15 (2d8+6) radiant damage
Celestial Choir When the ophanim speaks, it sounds as
though a multitude of voices are speaking all spoken Fearful Presence. Each creature of the ophanim's choice
languages. All creatures can always understand what the that is within 120 feet of the ophanim and aware of it
ophanim is saying. must succeed on a DC 18 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
Innate Spellcasting. The ophanim's spellcasting ability is the saving throw at the end of each of its turns, ending
Wisdom (spell save DC 19). The ophanim can innately the effect on itself on a success. If a creature's saving
cast the following spells, requiring no material throw is successful or the effect ends for it, the
components: creature is immune to the ophanim's Frightful Presence
for the next 24 hours .
At Will: beacon of hope, daylight, crusaders mantle
3/day each: guardian of faith, wall of light Bonus Actions
1/day each: destructive wave, flame shield, Revelation. The ophanim's rings collapse into fewer,
contingency, temple of the gods, divine word revealing a shining core of intense brightness. It gains
the properties described in its Exposed property, and
Magic Resistance. The ophanim has advantage on saving loses the properties described in its Guarded property.
throws against spells and other magical effects.
Guarded. While Guarded, the ophanim has the following Concealment. The ophanim's rings reform around its
additional properties: core, protecting it. It gains the properties described in
its Guarded property, and loses the properties
Fearful Sight The ophanim can use Fearful Presence described in its Exposed property.
as part of the multiattack action.
Reactive Bands When the ophanim takes damage, it Legendary Actions
can use its reaction to become resistant to that type The ophanim can take 2 legendary actions, choosing
of damage until the start of its next turn. from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The ophanim regains spent
 legendary actions at the start of its turn.

"... behold one wheel upon the earth by the living creatures, Aether Beam The ophanim makes a aether beam attack.
with his four faces. The appearance of the wheels and their Revelation/Concealment The ophanim uses the
work was unto the color of a beryl: and they four had one revelation or concealment bonus action.
likeness: and their appearance and their work was as it were
a wheel in the middle of a wheel. When they went, they went Cast a Spell (costs 2 actions) The ophanim casts a spell
upon their four sides; and they turned not when they went. using its innate spellcasting feature.
As for their rings, they were so high that they were dreadul
and their rings were full of eyes round about them four."

Ezekiel 1:15-21, KJV

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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