| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 18 | +4 | +4 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 20 | +5 | +9 |
| CHA | 20 | +5 | +9 |
Corroded Guardian. The Ophanim is tied by celestial magic to never leave the area they were assigned too guard. If the Ophanim tries too leave the area they must make a DC 18 saving throw at the start of each of their turns or they are teleported back too the center of the area in any unoccupied space.
Subsuming Madness. The Ophanim exudes a aura of madness that radiates around itself in a 10ft emanation. A creature that ends it's turn within the emanation must make a DC 17 Wisdom saving throw or be placed under the effects of the Confusion until the end of their next turn. Once a creature is effected by this feature they can't be affected by it again until they take a long rest.
Magic Resistance. The Ophanim has Advantage on saving throws against spells and other magical effects.
Multiattack. The Ophanim makes two Tearing Gear attacks.
Tearing Gear. Ranged Weapon Attack: +8 to hit, range 90ft, 1 target. Hit: 7 (1d6 + 4) Piercing damage plus 16 (4d6) psychic damage.
Spellcasting. The Ophanim casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (Spell save DC 17):
At Will: Detect Evil and Good, Sanctuary, Wardaway
2/Day Each: Dawn, Dispel Magic
1/Day Each: Flame Strike, Heal
Corrupted Unison. The Ophanim summons 1(1d2) Corrupted Tenophim in an occupied space it can see in 90ft of itself. The summoned Tenophim are minions.
Focused Gaze. When damaged by a attack or spell effect. The Ophanim focus's it's eyes on the attacker forcing a DC 17 Charisma saving throw. On a failed save the targets movement is reduced by half and the target can only make either a Action, or Bonus action on it's next turn. If the target takes the attack action and has multiattack they can only make a single attack that turn.
Description
A corrupted Guardian Ophanim
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