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Ophiotaurus, the Heart of Godfire

Monster, Ophiotaurus, the Heart of Godfire
Create

The Ophiotaurus is a monstrous hybrid with the muscular forequarters of a black bull, its hide thick and slick like oil, muscles rippling with otherworldly strength. Its lower body is a coiled serpent’s tail, covered in obsidian-scaled rings that shimmer with a faint, unnatural heat. Twin horns curve back from its skull, glowing faintly red at the tips. Its eyes burn like molten gold, and smoke drifts from its nostrils when enraged.


Behaviour:

Solitary and reclusive, the Ophiotaurus is an intelligent and cautious creature, often avoiding conflict unless provoked. It displays an eerie calm, watching intruders with ancient, calculating eyes. It speaks rarely, and only to those who show reverence or purpose. When engaged, it unleashes devastating physical power and ancient magic tied to primordial fire and prophecy.


Habitat:

Ophiotauri are believed to reside in primordial rifts, forgotten grottoes, or sacred ruins long buried beneath the earth or sea, often places tied to divine or infernal energy. Some say they slumber in crystal sarcophagi beneath volcanic islands or within sealed labyrinths beneath mountaintops. The terrain is always remote, often protected by divine wards or cultic traps.


Modus Operandi:

If disturbed, the Ophiotaurus fights with overwhelming physical force, lashing with its tail and charging with its horns. It also commands ancient divine flames that sear the soul. However, its true danger lies in what others seek: its entrails, which—if burned in an ancient ritual—grant the power to kill gods. This makes it a target of mad kings, fallen angels, and desperate demigods. Some whisper it allows itself to be found, guiding mortals to a test of worth.


Motivation:

The Ophiotaurus is driven by an ancient purpose: to test the hearts of those who would claim divine power. It guards its own death as sacred, for it believes the one who slays it must be either a worldbreaker or savior. It is not evil, but it does not fear death—only misuse. It judges, tempts, and sometimes even aids those it deems destined for greatness… or destruction.


  • Ophiotaurus 5e
  • Ophiotaurus, Pathfinder
Monster, Ophiotaurus, the Heart of Godfire
Create

Huge Aberration (Mythic), Neutral
“Burn its heart and steal the power of the gods—if you dare.”


Armor Class 21 (natural armor)

Hit Points 415 (30d12 + 210)

Speed 40 ft., swim 60 ft., climb 30 ft.


STRDEXCONINTWISCHA
34 (+12)14 (+2)32 (+11)18 (+4)24 (+7)26 (+8)

Saving Throws Str +19, Con +18, Wis +14, Cha +15

Skills Insight +14, Perception +14, Arcana +11, Intimidation +15

Damage Resistances Fire, Psychic, Radiant

Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from nonmagical attacks

Condition Immunities Charmed, Frightened, Exhaustion

Senses Truesight 120 ft., Passive Perception 24

Languages Celestial, Abyssal, Deep Speech, Telepathy 120 ft.

Challenge 24 (62,000 XP)  Proficiency Bonus +7


Mythic Trait: Flame of Apotheosis (1/Day)

When the Ophiotaurus is reduced to 0 hit points, it instead erupts in divine flame, regaining 250 hit points, ending all conditions affecting it, and igniting a 30-foot radius around it in divine fire for 1 minute.

  • This area becomes difficult terrain.
  • Creatures entering or starting their turn in the area must make a DC 21 Constitution saving throw, taking 35 (10d6) radiant damage on a failure or half as much on a success.
  • While active, the Ophiotaurus’s attacks deal an additional 3d10 radiant damage, and it gains access to Burning Entrails as a Legendary Action.

Innate Spellcasting (Mythic)

The Ophiotaurus’s innate spellcasting ability is Charisma (spell save DC 23). It can cast the following spells, requiring no material components:

  • At will: detect thoughts, sacred flame, control flames, speak with animals
  • 3/day each: fire storm, divine word, wall of fire, geas
  • 1/day: miracle (homebrew divine variant of wish)

Legendary Resistance (3/Day)

If the Ophiotaurus fails a saving throw, it can choose to succeed instead.

Magic Resistance

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

Magic Weapons

The Ophiotaurus’s weapon attacks are magical.


Actions

Multiattack

The Ophiotaurus makes three attacks: one with Gore, one with Tail Slam, and one with Divine Breath (if available).


Gore

Melee Weapon Attack: +19 to hit, reach 10 ft., one target.
Hit: 34 (4d10 + 12) piercing damage plus 21 (6d6) radiant damage.

  • Target must succeed on a DC 21 Strength saving throw or be knocked prone and stunned until the end of its next turn.

Tail Slam

Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
Hit: 29 (4d8 + 12) bludgeoning damage plus 20 (6d6) fire damage.

  • Target is grappled (escape DC 21) and pulled 10 feet toward the Ophiotaurus.

Divine Breath (Recharge 5–6)

The Ophiotaurus exhales mythic radiant fire in a 60-foot cone.
Each creature in that area must make a DC 23 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much on a success.

  • Creatures reduced to 0 hit points by this breath are disintegrated, leaving only magical items behind.

Entrails of Power (1/Day)

A creature that slays the Ophiotaurus and performs a ritual to burn its entrails within 1 hour may gain the power to cast a divine version of wish (see below).

  • This act marks the creature as a god-killer, drawing divine wrath or celestial notice.

Legendary Actions

The Ophiotaurus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.


  • Tail Whip. The Ophiotaurus makes one Tail Slam attack.
  • Judging Flame. The Ophiotaurus targets one creature it can see within 60 feet. The target must succeed on a DC 23 Wisdom saving throw or be paralyzed with divine awe until the end of its next turn.
  • Divine Surge (Costs 2 Actions). The Ophiotaurus teleports up to 60 feet and releases a shockwave of divine energy. Creatures within 10 feet of its destination must succeed on a DC 21 Constitution saving throw or take 27 (6d8) radiant damage and be blinded for 1 round.
  • Burning Entrails (Mythic Only, Costs 3 Actions). The Ophiotaurus tears open its own chest, casting divine gore across the battlefield. Each creature within 30 feet must make a DC 21 Constitution saving throw, taking 45 (10d8) fire and necrotic damage on a failure. Affected creatures are blinded and cannot regain hit points until the end of their next turn.

Lair Actions

When encountered in its lair—a forgotten volcanic grotto, submerged divine vault, or sacred cavern—the Ophiotaurus can invoke powerful effects. On initiative count 20 (losing ties), it takes a lair action to cause one of the following effects:

  • Searing Ground. The Ophiotaurus causes divine fire to erupt from cracks in the earth. Each creature of its choice standing on the ground within 60 feet must succeed on a DC 21 Dexterity saving throw or take 21 (6d6) fire damage and have their movement speed halved until the end of their next turn.
  • Gravity Twist. Gravity in a 40-foot-radius sphere centered on the Ophiotaurus shifts. All flying creatures in the area fall unless they succeed on a DC 21 Strength saving throw. All ranged attacks suffer disadvantage in the area until the next round.
  • Divine Judgement. The Ophiotaurus calls out a challenge in Celestial. One creature of its choice must succeed on a DC 23 Charisma saving throw or be unable to speak, cast spells, or use magic items that require command words until initiative count 20 on the next round.

The Ophiotaurus can’t use the same lair action two rounds in a row.


Regional Effects

The presence of the Ophiotaurus distorts the land around its lair, infusing it with mythic and divine energy. The region within 6 miles of the lair is affected by one or more of the following:

  • Prophetic Dreams. Creatures who sleep within 6 miles of the lair experience vivid visions of divine trials, ancient betrayals, or their own deaths. Wisdom saving throws to resist madness from these dreams are made with disadvantage.
  • Flame-Touched Flora. Vegetation becomes unnaturally resilient, glowing faintly, and resistant to fire. Forests may contain trees with burning sap, and volcanic ash may fall even in temperate climates.
  • Beastly Veneration. Animals in the region are preternaturally aware of the Ophiotaurus’s presence. Bulls, snakes, and other sacred beasts may act protectively toward it, defending its lair with coordinated aggression or unnatural calm.

If the Ophiotaurus is slain, these effects fade over 1d10 days.

Divine Wish

Mythic Spell – Equivalent to 9th Level
Casting Time: 1 action  Range: Self or unlimited
Components: V (spoken invocation, name of a deity, or sacrifice)
Duration: Instantaneous

You do not merely cast this spell—you become its vessel. By invoking the divine through sacrifice, destiny, or stolen power, you reshape reality not through magic, but through divine authority.


Description

Divine Wish allows a creature to bend the fabric of creation with divine will, not arcane power. Unlike the mortal wish spell, this act is not a request but a declaration, a rewriting of fate issued by one who stands at the threshold of apotheosis—or blasphemy.

This spell can only be invoked through:

  • The burning of a divine creature’s essence (e.g., the entrails of the Ophiotaurus),
  • A boon directly granted by a deity,
  • Or through the fulfillment of an ancient prophecy or mythic condition.

Effects

In addition to replicating any spell of 8th level or lower, Divine Wish can:

  • Alter Destiny: Rewrite one creature’s fate, permanently changing a background, lineage, class, or even race.
  • Resurrect the Irredeemable: Restore a soul that has been obliterated, condemned, or erased from time—even against divine law.
  • Rewrite the World: Reshape terrain, climate, or cosmology across entire regions.
  • Breach the Divine Order: Nullify a pact, revoke a divine domain, or summon or banish a god.
  • Trigger Apotheosis: Begin the ascension of the caster into a demigod or mythic being (DM’s discretion).
  • End Prophecy: Render an ancient foretelling null and void, or create a new one.

These effects are subject to the Dungeon Master’s interpretation and balance but should be treated as reality-shifting and campaign-defining.


Divine Consequences (Always DM’s Discretion)

Every Divine Wish leaves a scar in the fabric of creation. The greater the request, the greater the consequence. Possible outcomes include:

  • Divine Wrath: A god or pantheon takes offense and dispatches champions, plagues, or celestial trials.
  • Mythic Ripples: The world subtly or dramatically reshapes to accommodate the change—new myths, new enemies, or new divine laws.
  • Fated Mark: The caster becomes a figure of destiny—hunted, worshipped, or cursed.
  • World Repercussions: Planar boundaries weaken, celestial balances shift, or prophetic timelines collapse.

No mortal casts Divine Wish without consequence. It is not magic—it is authority over myth.


Limitations

  • May only be used once per campaign or tied to a specific mythic trigger (e.g., slaying and burning the Ophiotaurus).
  • Cannot be replicated by scrolls, simulacrums, or magical duplication.
  • Divine beings may interfere mid-casting, especially if the effect opposes their interests.

“A god speaks. The world listens. But when a mortal speaks with a god’s voice, the world bleeds.”

Ophiotaurus
By Carole Raddato from FRANKFURT, Germany – Ophiotaurus Mosaic, Yorkshire Museum, York (Eboracum)Uploaded by Marcus Cyron, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=30143995

This enormous russet serpent has the head and forequarters of a ruddy bull with bronze horns and hooves.

An ophiotaurus is a strange beast tied to apocalyptic prophecies, yet imbued with the power to alter destiny and bend fate.

They typically measure about 20 feet long and weigh over 4 tons.

Ophiotaurus CR 17/MR 7

XP 102,400
N Gargantuan magical beast (mythic)
Init +15/–5 M, dual initiative; Senses darkvision 60 ft., low-light vision, scent; Perception +24

DEFENSE

AC 36, touch 10, flat-footed 32 (+4 Dex, +26 natural, –4 size)
hp 302 (16d10+214); regeneration 10 (cursed weapons)
Fort +19, Ref +14, Will +15; +8 vs. mind-affecting effects
Defensive Abilities apocalyptic wound, fortification (50%), poisonous blood (nightmare vapor), second save; DR 15/epic;
Immune divination, fear; SR 28

OFFENSE

Speed 30 ft., swim 30 ft.
Melee gore +27 (2d8+15), 2 hooves +25 (2d6+7), tail slap +25 (2d8+7 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks confounding coils, constrict (2d6+22), drag along, mythic power (7/day, surge +1d10), trample (4d6+15, DC 27)
Spell-Like Abilities (CL 15th; concentration +19; Wisdom-based)

Constant—mind blank
3/dayrestore mythic power, share glory, steal power (DC 19)
1/dayascension

STATISTICS

Str 40, Dex 19, Con 28, Int 5, Wis 26, Cha 13
Base Atk +16; CMB +35; CMD 49
Feats Combat ReflexesM, Greater Vital Strike, Improved InitiativeM, Improved Vital Strike, Iron Will, Multiattack, Extra Mythic PowerM, Vital StrikeM
Skills Climb +20, Perception +24, Swim +27
Languages Common
SQ questing beast

SPECIAL ABILITIES

Apocalyptic Wound (Su)

When an ophiotaurus takes damage, it can expend one use of its mythic power as an immediate action to inundate its attacker’s mind with dire prophetic visions for 2d6 rounds (DC 27 Will negates).

These visions cause the attacker to become dazzled and to take a 20% miss chance on all its attacks. An affected creature must successfully save again each round or become confused, dazed, or frightened (equal chance of each) for 1 round. This is a mind-affecting divination effect.

The save DC is Constitution-based.

Confounding Coils (Su)

Mythic creatures grappled by an ophiotaurus must succeed at a DC 21 Will save each round or be affected as if by mythic severance. The save DC is Wisdom-based.

Drag Along (Ex)

An ophiotaurus grappling Medium or smaller creatures does not gain the grappled condition, it can maintain its grapple as a free action (though if it does, it can’t attempt any additional checks to maintain the grapple that round), and it can move itself and its target at full speed without making additional grapple checks.

Questing Beast (Su)

Up to five creatures can feast upon a slain ophiotaurus’s entrails. Each such creature is exposed to nightmare vapor poison (DC 27), but also gains one of the following spell effects of her choice: discern location, divination, find the path, greater scrying (DC 21), moment of prescience, or vision (CL 15th).

In addition, she may choose to accept a geas/quest to slay a specific mythic creature or creature of CR 20 or greater, gaining the effect of vengeful outrage when in combat with that opponent. Eating the entrails of a living ophiotaurus exposes the eater to the poison without any benefit. The save DC against the poison is Constitution-based, and the save DC against the spell effects is Wisdom-based.

Thundering Trample (Ex)

An ophiotaurus can expend one use of its mythic power when using its trample attack to make a single combat maneuver check and apply the result as a bull rush maneuver against the CMD of each creature that fails to save against its trample. These combat maneuvers do not provoke attacks of opportunity.

ECOLOGY

Environment warm hills, plains, or swamps
Organization solitary
Treasure standard

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.

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