Ophanim
Small • Celestial • Lawful Good
Armor Class 15
Hit Points 88 (16d6 + 32)
Speed 0 ft., fly 30 ft. (hover)
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (−2) | 14 (+2) | 14 (+2) | 12 (+1) | 14 (+2) | 16 (+3) |
Saving Throws Int +4, Wis +5
Skills Perception +8, Religion +4
Damage Resistances radiant
Damage Immunities poison
Condition Immunities blinded, charmed, exhaustion, frightened, deafened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., truesight 30 ft., passive Perception 18
Languages Celestial, telepathy 60 ft.
CR 5 (XP 1,800; PB +3)

Immutable Form. The ophanim can't shape-shift.
Shielded Mind. The ophanim is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Unusual Nature. The ophanim doesn't require air, food, drink, or sleep.
ACTIONS
Radiant Gaze. Charisma Saving Throw: DC 14, one creature within 30 feet of the ophanim that it can see. Failure: The target takes 26 (4d12) radiant damage at the start of each of its turns. The damage cumulatively increases by 6 (1d12) on each subsequent turn. This effect lasts for 1 minute and ends early if the target is farther away than 60 feet, the ophanim loses sight of it, or the ophanim loses its concentration (as if concentrating on a spell).
Condemn. Wisdom Saving Throw: DC 14, one creature affected by its Radiant Gaze. Failure: 7 (2d6) psychic damage and the target’s speed is halved, and attacks against it have advantage until the end of the target's next turn.
Spellcasting. The ophanim casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):
At will: detect evil and good, detect magic, detect poison and disease, detect thoughts
1/day: find traps, locate object, locate creature
Ophanim
Small • Celestial • Lawful Good
Armor Class 14
Hit Points 36 (8d6 + 8)
Speed 0 ft., fly 30 ft. (hover)
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (−2) | 12 (+1) | 12 (+1) | 10 (+0) | 12 (+1) | 14 (+2) |
Skills Perception +5, Religion +2
Damage Resistances radiant
Damage Immunities poison
Condition Immunities blinded, charmed, exhaustion, frightened, deafened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., truesight 30 ft., passive Perception 18
Languages Celestial, telepathy 60 ft.
CR 2 (XP 450; PB +2)

Immutable Form. The ophanim can't shape-shift.
Shielded Mind. The ophanim is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Unusual Nature. The ophanim doesn't require air, food, drink, or sleep.
ACTIONS
Radiant Gaze. Charisma Saving Throw: DC 12, one creature within 30 feet of the ophanim that it can see. Failure: The target takes 9 (2d8) radiant damage at the start of each of its turns. The damage cumulatively increases by 4 (1d8) on each subsequent turn. This effect lasts for 1 minute and ends early if the target is farther away than 60 feet, the ophanim loses sight of it, or the ophanim loses its concentration (as if concentrating on a spell).
Condemn. Wisdom Saving Throw: DC 12, one creature affected by its Radiant Gaze. Failure: 3 (1d6) psychic damage and the target’s speed is halved, and attacks against it have advantage until the end of the target's next turn.
Spellcasting. The ophanim casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12):
At will: detect evil and good, detect magic, detect poison and disease, detect thoughts
1/day: locate object, locate creature
Ophanim
Small • Celestial • Lawful Good
Armor Class 16
Hit Points 117 (18d6 + 54)
Speed 0 ft., fly 30 ft. (hover)
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (−2) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) | 18 (+4) |
Saving Throws Int +5, Wis +6
Skills Perception +9, Religion +5
Damage Resistances radiant
Damage Immunities poison
Condition Immunities blinded, charmed, exhaustion, frightened, deafened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., truesight 30 ft., passive Perception 18
Languages Celestial, telepathy 60 ft.
CR 8 (XP 3,900; PB +3)

Immutable Form. The ophanim can't shape-shift.
Shielded Mind. The ophanim is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Unusual Nature. The ophanim doesn't require air, food, drink, or sleep.
ACTIONS
Radiant Gaze. Charisma Saving Throw: DC 15, one creature within 30 feet of the ophanim that it can see. Failure: The target takes 39 (6d12) radiant damage at the start of each of its turns. The damage cumulatively increases by 6 (1d12) on each subsequent turn. This effect lasts for 1 minute and ends early if the target is farther away than 60 feet, the ophanim loses sight of it, or the ophanim loses its concentration (as if concentrating on a spell).
Condemn. Wisdom Saving Throw: DC 15, one creature affected by its Radiant Gaze. Failure: 10 (3d6) psychic damage and the target’s speed is halved, and attacks against it have advantage until the end of the target's next turn.
Spellcasting. The ophanim casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect evil and good, detect magic, detect poison and disease, detect thoughts
1/day: find the path, find traps, locate object, locate creature
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
