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Angel Ophan

D&D 5E Epic Monsters: Ōphan

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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)

STRDEXCONINTWISCHA
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.

Engraved illustration of the "chariot vision" of the Biblical book of Ezekiel, chapter 1, after an earlier illustration by Matthaeus (Matthäus) Merian (1593-1650), for his "Icones Biblicae" (a.k.a. "Iconum Biblicarum"). Angel Ophan
Engraved illustration of the “chariot vision” of the Biblical book of Ezekiel, chapter 1, after an earlier illustration by Matthaeus (Matthäus) Merian (1593-1650), for his “Icones Biblicae” (a.k.a. “Iconum Biblicarum”).

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.

On this Thread

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 Dice33d8+264 (412 hp)
Initiative+15
Speed30 ft. (6 squares), Fly 60 ft. (good)
Armor Class41 (-1 size, +7 Dexterity, +25 natural), touch 16, flat-footed 34
Base Attack/Grapple+33/+49
AttackSlam +44 melee (2d8+12 plus holy flames)
Full Attack2 slams +44 melee (2d8+12 plus holy flames)
Space/Reach10 ft./10 ft.
Special AttacksHoly flames, spell-like abilities
Special QualitiesAll-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
SavesFort +26 (+30 against poison), Ref +25, Will +27
AbilitiesStrength 34, Dexterity 25, Constitution 26, Intelligence 27, Wisdom 28, Charisma 31
SkillsBalance +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)
FeatsAbility 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
EnvironmentAny good-aligned plane
OrganizationSolitary, pair, or host (1-4 plus 1 cherub and up to 20 HD of lesser angels)
Challenge Rating24
TreasureNo coins; double goods; standard items
AlignmentAlways good (any)
Advancement34-68 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:

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).

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