Huge Construct (Inevitable), Neutral Good
Armor Class 19 natural armor
Hit Points 212 (17d10 + 119)
Speed 50 ft., (hover) , Fly 120 ft.
STR
24 (+7)
DEX
22 (+6)
CON
25 (+7)
INT
22 (+6)
WIS
24 (+7)
CHA
26 (+8)
Saving Throws INT +12, WIS +13, CHA +14
Skills Insight +12, Perception +12
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120ft, Passive Perception 22
Languages All telepathy 120ft
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Divine Awareness. The ophanim knows if it hears a lie.

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

Innate Spellcasting. The ophanim’s innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:

           At will: bless, detect evil and good, invisibility (self only), scrying, prestidigitation

           3/day each: dispel evil and good, earthquake, antimagic field

           1/day each: legend lore, forbiddance, true resurrection

 

Actions

Multiattack. The ophanim makes five Arc of Arcanum attacks.

Arc of Arcanum. Ranged Spell Attack: +13 to hit, range 80/320 ft., one target. Hit: 18 (2d8) force damage and (1d8) psychic damage.

Makutu Reverberation (Recharge 4-6). The ophanim emits a burst of arcane energy. Each creature within 30 feet of the ophanim must make a DC 18 Dexterity saving throw, taking 28 (8d6) force damage and 17 (5d6) psychic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hp by this damage dies, leaving only a pile of fine ash.

Legendary Actions

Arcane Ophanim can take 2 legendary actions, choosing 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. Arcane Ophanim regains spent legendary actions at the start of their turn.

Blimp. Ophanim can teleport up to 30ft in any unoccupied space it can see

Lash. The Ophanim makes one Arc of Arcanum attack

Long Stare(Costs 2 actions).The Ophanim fixes a gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 14 Wisdom saving throw against this magic or become blinded and deafened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Ophanim gaze for the next 24 hours.

Description

A Ophanim with very dark grey metal and blue flames

Lair and Lair Actions

Description: A 50ft radius stone/metal henge with each piece holding hundreds of runes, either being unknowable or of a exotic language, depicting the stories, knowledge, and/or history of the Ophanim; once the Ophanim appears the runes and floor begin glowing the same color as the creatures flames, with the runes moving on the pieces surfaces, the pieces hovering slightly about 2-3ft of the ground and the outline of the circle emitting a magical wall of the same color 70ft into the air.

The Ophanim encountered in its lair has a challenge rating of 18 (20,000 XP).

Actions: On initiative count 20 (losing initiative ties), the Ophanim can take a lair action to cause one of the following magical effects; the Ophanim can’t use the same effect two rounds in a row:

  • The pull of gravity is altered such that every creature that enters into the lair is affected by its altered gravity, a creature once in the are floats slowly up into the air going up 10ft at the start of their turn. Ophanim can as its lair action cause any creature in the area be thrown up 40ft up, once a creature reaches past the 70ft height limit is thrown 10ft from the area. Walking movement, for creatures except the Ophanim, while in the area each foot of movement costs 1 extra foot while in the area, except for swimming and flying movement.
  • One of the pieces shoots a line of it's glowing runes towards a creature within 20ft outside of the area, the creature needs to make a DC 15 Dexterity save or be grappled by the line, if the targeted creature is grappled their pulled 10ft into the area.
JebbedotheTorchered

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