Angel, Ophanim, The Wheel of Celestial Equilibrium
“Behold the Ophanim: a spinning vortex of burning eyes and interlocked wheels that sees your every thought before you even think it.”

An Ophanim manifests as a colossal gyroscopic construct of concentric, metallic rings — each engraved with indecipherable runes — rotating in impossible synchronization. The rings are encrusted with thousands of iridescent, lidless eyes, constantly shifting, blinking, and gazing in every direction at once. Ethereal flames arc along its surface, though it emits no heat. When it moves, it produces a deep harmonic resonance that bypasses the ears and vibrates directly within the bones.
Behavior:
Ophanim exhibit non-reactive, observational behavior, often ignoring all interaction unless cosmic law or dimensional stability is threatened. They do not communicate in words, but through flashes of light, gravitational distortions, and overwhelming telepathic impressions. Their presence induces vertigo, prophetic dreams, or time slippage in nearby mortals. They are immune to charm, fear, or reasoning, as their consciousness is alien and hyper-dimensional.
Habitat:
Ophanim reside in the axial spaces between planes — junctions where time, entropy, and causality intersect. They are most often encountered near ancient dimensional gates, failed god-engines, or cosmic anomalies. Some are trapped in sealed vaults left behind by precursor civilizations who once dared to channel their power.
Modus Operandi:
When activated, Ophanim do not fight — they unmake. They unravel spells, halt time locally, or invert logic to collapse entire strategies. They do not kill for malice but enforce cosmic balance through abstract force: inverting entropy, folding space, or erasing entities from time. Combat with an Ophanim is less about survival and more about resisting conceptual annihilation.
Motivation:
The Ophanim are not predators, protectors, or conquerors. They are architects of order, ancient mechanisms sent to observe, record, and occasionally reset when reality misaligns with its core harmonics. Their true purpose may be to keep the multiverse ticking—or to count down to its next reset.
Ophanim 5e
Ōphan 5e
Ophanim, Pathfinder
Ophan 3.5
Ophanim

Gargantuan Celestial Construct, True Neutral
Armor Class 25 (natural armor)
Hit Points 480 (32d20 + 160)
Speed 0 ft., hover 60 ft. (can move through solid objects)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 14 (+2) | 20 (+5) | 34 (+12) | 28 (+9) | 24 (+7) |
Saving Throws Int +17, Wis +16, Cha +15
Skills Arcana +21, Insight +18, Perception +22
Damage Resistances radiant, force, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison, psychic
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Senses truesight 240 ft., passive Perception 32
Languages all, telepathy 500 ft.
Challenge 22 (41,000 XP) Proficiency Bonus +7
Innate Cosmic Awareness.
The Ophanim perceives all creatures and magical effects within 240 feet, regardless of cover, invisibility, illusions, or antimagic. It cannot be surprised.
Reality Anchor.
Spells of 6th level or lower that target the Ophanim or include it in their area automatically fail. Higher-level spells require a DC 22 spellcasting ability check to affect it.
Wheels Within Wheels (Mythic Trait; Recharges after Rest).
When the Ophanim is reduced to 0 hit points, it collapses into a field of rotating rings and reforms 1d4 rounds later at full hit points. Upon reforming, all creatures within 90 feet must succeed on a DC 23 Wisdom saving throw or be banished to a demiplane of pure information for 1 minute, or until the Ophanim is destroyed again.
Legendary Resistance (3/Day).
If the Ophanim fails a saving throw, it can choose to succeed instead.
Actions
Multiattack.
The Ophanim makes two Unraveling Ray attacks or one Orbital Collapse attack.
Unraveling Ray.
Ranged Spell Attack: +17 to hit, range 300 ft., one target.
Hit: 45 (10d8) force damage. If the target is concentrating on a spell, it must make a concentration check with disadvantage.
Orbital Collapse (Recharge 5–6).
The Ophanim compresses a singularity into a point it can see within 120 feet. All creatures in a 30-foot radius must make a DC 23 Constitution saving throw, taking 78 (12d12) force damage and being pulled 30 feet toward the center on a failed save, or half as much damage on a successful one. Creatures pulled into the center are restrained (escape DC 20) until the end of their next turn.
All-Seeing Gaze (Recharge 4–6).
The Ophanim targets one creature it can see. That creature must succeed on a DC 23 Wisdom saving throw or take 55 (10d10) psychic damage and be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Legendary Actions
The Ophanim 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.
- Warding Spin. The Ophanim emits a protective pulse. Until the start of its next turn, it has resistance to all damage types.
- Dimensional Fold (Costs 2 Actions). The Ophanim teleports to an unoccupied space it can see within 240 feet, folding space as it moves.
- Erase (Costs 3 Actions). The Ophanim targets one creature it can see. The target must succeed on a DC 23 Intelligence saving throw or be affected as if by the disintegrate spell.
Lair Actions
If encountered in its native planar domain or sacred vault, the Ophanim can invoke the following effects on initiative count 20 (losing initiative ties):
- Anti-Pattern Pulse. All spells of 5th level or lower currently active within the lair immediately end.
- Inverted Gravity. The battlefield shifts. All creatures must succeed on a DC 20 Dexterity saving throw or fall 60 feet upward, taking 6d10 bludgeoning damage upon impact.
- Omen Manifestation. A fractal symbol appears in midair. Until the start of the next round, all ability checks, attack rolls, and saving throws made within 60 feet of the symbol are made with disadvantage.
Regional Effects
The Ophanim’s presence distorts reality within a 6-mile radius of its location:
- Prophetic Whispers. Sleeping creatures receive cryptic visions or fragments of otherworldly knowledge.
- Gravity Distortion. Gravity behaves irregularly. Flying is unreliable, and ranged weapon attacks suffer disadvantage within 1 mile.
- Causality Slip. Time fluctuates unpredictably. At dawn, roll a d6:
- 1–2: Time slows (creatures roll initiative with disadvantage).
- 3–4: Time flows normally.
- 5–6: Time accelerates (movement speeds increase by 10 feet, and spell durations are halved).
D&D 5E Epic Monsters: Ōphan

D&D 5E – Epic Monsters: Ōphan | EN World | Dungeons & Dragons | Tabletop Roleplaying Games
Also known as ofanim or galgalim or many-eyed ones or Lords of the Flame, these angels appear on divine chariots of various kinds, their luminous bodies made of eye-covered wheels. Sometimes they can be found under the throne of God or move with the cherubim—depending on where you look, Eastern Orthodox Christianity have ophanim ranked third (beneath the cherubim and seraphim) while they are listed by the Judaic scholar Maimonides as the angels closest to god.
Ōphan
Small celestial, lawful good
Armor Class 16 (natural armor)
Hit Points 115 (21d6+42)
Speed 40 ft., fly 90 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
12 (+1) | 17 (+3) | 15 (+2) | 11 (+0) | 14 (+2) | 18 (+4) |
Saving Throws Con +6, Wis +6
Skills Perception +10, Religion +4
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 25
Languages Celestial
Challenge 10 (5,900 XP)
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
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 can use its reaction to blast its attacker with divine light. The creature makes a DC 16 Constitution saving throw or it is blinded for 1d4 rounds.
Ophanim

A great golden wheel wreathed in flames, with a smaller slowly rotating wheel nested within it, floats in the air before you. Hundreds of humanoid eyes covering the surface of each spoke stare intensely outward and an overwhelming feeling of tranquility washes over you as it approaches.
Originally Posted by Shade of the En World forums.
Ophanim are the carriers of a deity’s throne. They work closely with cherubim, and are known to appear to prophets to bestow enlightenment and Wisdom.
An ophan is 10 feet in diameter and weighs 1,000 pounds.
Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.
Angel, Ophan | |
Large outsider (Angel, Extraplanar, Good) | |
Hit Dice | 33d8+264 (412 hp) |
Initiative | +15 |
Speed | 30 ft. (6 squares), Fly 60 ft. (good) |
Armor Class | 41 (-1 size, +7 Dexterity, +25 natural), touch 16, flat-footed 34 |
Base Attack/Grapple | +33/+49 |
Attack | Slam +44 melee (2d8+12 plus holy flames) |
Full Attack | 2 slams +44 melee (2d8+12 plus holy flames) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Holy flames, spell-like abilities |
Special Qualities | All-around vision, change shape, damage reduction 20/epic and evil, Darkvision 60 ft., fires of heaven, immunity to acid, cold, and petrification, localized omniscience, Low-Light Vision, protective aura, regeneration 20, resistance to electricity 10 and fire 10, Spell Resistance 34, tongues |
Saves | Fort +26 (+30 against poison), Ref +25, Will +27 |
Abilities | Strength 34, Dexterity 25, Constitution 26, Intelligence 27, Wisdom 28, Charisma 31 |
Skills | Balance +11, Bluff +46, Concentration +44, Diplomacy +54, Disguise +10 (+14 acting), Heal +45, Intimidate +50, Jump +16, Knowledge (any 4) +44, Listen +45, Search +44, Sense Motive +45, Spellcraft +44 (+48 scrolls), Spot +45, Survival +9 (+13 following tracks), Tumble +43, Use Magic Device +46 (+50 scrolls) |
Feats | Ability Focus (mass hold monster), Awesome Blow, Combat Expertise, Dodge, Flyby Attack, Improved Bull Rush, Improved Initiative, Mobility, Power Attack, Quicken Spell-Like Ability (flame strike), Spring Attack, Superior Initiative |
Environment | Any good-aligned plane |
Organization | Solitary, pair, or host (1-4 plus 1 cherub and up to 20 HD of lesser angels) |
Challenge Rating | 24 |
Treasure | No coins; double goods; standard items |
Alignment | Always good (any) |
Advancement | 34-68 HD (Huge) |
Level Adjustment | — |
COMBAT

Ophanim defend the throne of their deity with selfless dedication. The holy flames that limn them burn their adversaries.
An ophan’s natural weapons, as well as any weapons it wields, are treated as epic and good-aligned for the purpose of overcoming damage reduction.
All-Around Vision (Ex): An ophan’s many eyes gives it a +4 racial bonus on Spot and Search checks, and it can’t be flanked.
Change Shape (Su): An ophan can assume the form of any Small or Medium humanoid.
Fires of Heaven (Su): Half the damage dealt by an ophan’s spells or special abilities that would normally deal fire damage results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. This has no effect on effects like flame strike, which already deal partial damage from divine power.
Holy Flames (Ex): An ophan’s slam attack deals bludgeoning damage plus 4d8 points of damage from the angel’s flaming body. Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
Those hit by an ophan’s slam attack also must succeed on a DC 33 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.
Creatures hitting an ophan with natural weapons or unarmed attacks take fire and holy damage as though hit by the ophan’s attack, and also catch on fire unless they succeed on a Reflex save.
Localized Omniscience (Su): Ophanim continuously use arcane sight, detect thoughts, discern lies, and true seeing as the spells (caster level 20th), except all function to a range of 120 feet.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 33rd). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)
Regeneration (Ex): An ophan takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.
Spell-Like Abilities:
- At will – aid, augury, commune, continual flame, dimensional anchor, fireball (DC 23), flaming sphere (DC 22), greater dispel magic, hold monster (DC 25), lesser restoration, remove curse, remove disease, remove fear, scorching ray;
- 3/day – divination, heal, heat metal (DC 22), mass hold monster (DC 31), quickened flame strike (DC 25), wall of fire;
- 1/day – dream, fire storm (DC 28), greater restoration, incendiary cloud (DC 28), legend lore, meteor swarm (DC 29), plane shift, vision.
Caster level 20th. The save DCs are Charisma-based.
Tongues (Su): A throne can speak with any creature that has a language, as though using a tongues spell (caster level 33rd). This ability is always active.
Originally appeared in Dragon Magazine #35 (1980).
Ophanim

CR 22
XP 614,400
LG Colossal Construct (Extraplanar)
Init +12; Senses all-around vision, darkvision 120 ft., true seeing; Perception +41
DEFENSE
AC 42, touch 10, flat-footed 34 (+8 Dex, +32 natural, –8 size)
hp 460 (40d10+220); regeneration 10 (chaotic or mythic only)
Fort +18, Ref +22, Will +27
Defensive Abilities all-around vision, construct traits, mythic
DR 15/epic and chaotic
Immune ability damage, ability drain, death effects, energy drain, mind-affecting effects, paralysis, petrification, poison
Resist acid 30, cold 30, fire 30, sonic 30
SR 35
Weaknesses dimensional instability
OFFENSE
Speed 0 ft., fly 90 ft. (perfect)
Space 30 ft.; Reach 30 ft.
Melee 4 slams +37 (4d8+18/19–20 plus unraveling pulse)
Ranged disintegration beam +34 touch (12d6 force, Reflex DC 28 half)
Special Attacks all-seeing gaze, gravity collapse (3/day), reality fracture (1/day), unraveling pulse, mythic power (2/day)
Spell-Like Abilities (CL 22nd; concentration +29)
Constant—true seeing
At will—dispel magic, dimension door, greater arcane sight, plane shift (self only)
3/day—disintegrate (quickened), maze, miracle (limited to planar effects), prismatic spray
1/day—prismatic sphere, time stop
STATISTICS
Str 46, Dex 27, Con —, Int 34, Wis 30, Cha 25
Base Atk +40; CMB +66; CMD 84 (can’t be tripped)
Feats Combat Reflexes, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (disintegrate), Spell Penetration, Greater Spell Penetration, Toughness, Weapon Focus (slam)
Skills Fly +46, Knowledge (arcana, planes, religion) +51, Perception +41, Sense Motive +41, Spellcraft +51, Use Magic Device +40
Languages all; telepathy 300 ft.
ECOLOGY
Environment any extraplanar
Organization solitary
Treasure none
SPECIAL ABILITIES
All-Seeing Gaze (Su)
As a standard action once every 1d4 rounds, the Ophanim emits a cone of fractal insight that pierces the minds of those within 60 feet. Creatures in the area must succeed on a DC 30 Will save or be stunned for 1 round and confused for 1d4 rounds. This is a mind-affecting compulsion effect. The save DC is Charisma-based.
Dimensional Instability (Ex)
The Ophanim exists partially outside time and space. Whenever it takes damage from a chaotic-aligned source, roll 1d2. On a 1, it becomes incorporeal and untargetable for 1 round. While phased, its regeneration ceases.
Gravity Collapse (Su)
Three times per day, the Ophanim can create a localized gravitational singularity at a point within 200 feet. All creatures in a 30-foot-radius burst must succeed at a DC 31 Reflex save or be pulled to the center and restrained as by telekinetic force. Restrained creatures take 4d10 force damage per round. A successful save halves the damage and negates restraint. The field persists for 3 rounds. The save DC is Intelligence-based.
Mythic Power (Su)
The Ophanim is a 2nd-tier mythic creature. It has 2 uses of mythic power per day, which it can expend to:
- Take an additional standard action
- Automatically succeed on a saving throw
- Force a reroll of a saving throw made against its abilities
Reality Fracture (Su)
Once per day, the Ophanim may spend a full-round action to disrupt planar and magical coherence in a 1-mile radius. For 1 minute:
- Time stop affects only the Ophanim (1 round each turn)
- Teleportation and planar travel automatically fail
- All spellcasting within the area requires a DC 32 caster level check or the spell fails
- All creatures within 120 feet take a –2 penalty on saving throws
Unraveling Pulse (Su)
Whenever the Ophanim hits a creature with a slam attack, the target must succeed at a DC 31 Fortitude save or take 2d6 Wisdom damage. On a successful save, the target is shaken for 1 round. This is a mind-affecting effect.
TACTICS
Before Combat
The Ophanim remains still and silent, scanning the environment with greater arcane sight and true seeing. It will not act unless triggered by dimensional tampering, chaotic energy, or mythic interference.
During Combat
It opens combat with reality fracture, followed by gravity collapse to control the battlefield. It isolates dangerous foes using maze or disintegrate, and targets groups with prismatic spray. It uses time stop to reposition or strike with devastating combinations, particularly slam attacks enhanced by unraveling pulse.
Morale
If reduced to 50 hit points or less and its mission is complete, the Ophanim will attempt to plane shift to a secure location. It fights to the death only if the structural balance of reality is at stake.
DESCRIPTION
An Ophanim is not a being in the traditional sense, but a self-aware engine of cosmic order — a sentient gyroscopic construct of intersecting rings, ablaze with radiant energy and embedded with innumerable ever-watching eyes. They hover silently through planar junctions and fault-lines in reality, responding only when the fabric of the multiverse is threatened.
They do not speak, but communicate telepathically in fractal impressions and ineffable harmonics. Ophanim do not serve gods or mortals; they are ancient custodians of structural law, created (or awakened) to preserve balance and dimensional integrity across the cosmos.