Angel, Ophanim

A pair of fiery nested chariot wheels spin slowly in the air. Though engulfed in flames, the wheels do not burn.

Enigmatic and Silent. Perhaps the most enigmatic of the angels, the ophanim appear alongside other angels, rarely speaking themselves. These angelic beings usually take the form of a flaming wheel with another wheel transverse to it within, the outer rims covered in unblinking eyes. They have also been known to take the form of an empty throne of fire.

Herald of a God’s Will. The accompanying presence of an ophanim in any form signifies divine justice and the direct attention of the deity whom it serves. Other angels treat the ophanim with great respect, feeling the weight of their deity’s will in the heat of the ophanim’s rings.

A Symbol or a Weapon. Though they can speak, ophanim tend to communicate a god’s displeasure with awesome destructive power, delivering the punishment decreed by the angel they accompany.

Immortal Nature. The ophanim angel doesn’t require food, drink, or sleep.


Large celestial, lawful good
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 50 ft., fly 120 ft. (hover)
24 (+7) 22 (+6) 25 (+7) 22 (+6) 24 (+7) 26 (+8)

Saving Throws Int +11, Wis +12, Cha +13
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 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 16 (15,000 XP)

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 Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
At will: bless, detect evil and good, invisibility (self only), scrying, thaumaturgy
3/day each: dispel evil and good, earthquake, holy aura
1/day each: commune, forbiddance, true resurrection


Multiattack. The ophanim makes four Light of Judgment attacks.

Light of Judgment. Ranged Spell Attack: +13 to hit, range 80/320 ft., one target. Hit: 18 (4d8) radiant damage.

Holy Fire (Recharge 5-6). The ophanim emits a burst of holy fire. Each creature within 30 feet of the ophanim must make a DC 19 Dexterity saving throw, taking 63 (18d6) radiant 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.

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