Page 194 - Monster Manual Expanded III Dragonix
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Opinicus Opinicus
Opinicus Large monstrosity, chaotic good
The benevolent opinicus is an odd-looking blend of several
Armor Class 13 (natural armor)
animals. It has the body and neck of a camel, a baboon's face, Hit Points 59 (7d10 + 21)
the mane and tail of a lion, and an eagle's wings. Its fur ranges Speed 40 ft., fly 60 ft.
from light tan to golden brown, with darker shades on its face
and wings. The forepaws of an opinicus have opposable thumbs, STR DEX CON INT WIS CHA
allowing the creature to grasp things and use them the same way 17 (+3) 12 (+1) 16 (+3) 16 (+3) 17 (+3) 15 (+2)
as humanoids could. It has a long lifespan, being able to live for
several centuries. Saving Throws Dex +4, Int +6, Wis +6
Wise and Witty. The opinicus is known for its knowledge, Skills Insight +6, Perception +9, Religion +9
wisdom, and sense of humor. It has a penchant for playing pranks Senses passive Perception 19
and telling jokes and enjoys the company of like-minded creatures. Languages Auran, Celestial, Common, telepathy 60 ft.
It particularly relishes having an audience and bantering with Challenge 5 (1,800 XP) Proficiency Bonus +3
bards. It has been known to accompany or follow adventuring
Uncanny Senses. The opinicus can’t be surprised while it isn’t
parties just for its amusement. While they may tend to get annoyed
incapacitated.
by the opinicus's constant witty remarks and playful tricks,
adventurers tolerate it because of the aid the opinicus can provide Actions
them.
Multiattack. The opinicus makes two Claw attacks.
Divine Champion. Though it always tries to avoid combat, the
opinicus will not hesitate to fight if it is defending innocent and Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
helpless creatures, especially against evil supernatural attackers. Hit: 6 (1d6 + 3) slashing damage.
It despises fiends, jackalweres, lamias, evil nagas, and undead, Etherealness. The opinicus magically enters the Ethereal Plane
showing a rare ferocity when fighting these malevolent foes. The from the Material Plane, or vice versa.
opinicus moves surprisingly quick and attack opponents with
Innate Spellcasting (Psionics). The opinicus’s innate spellcasting
its claws. What makes it a dangerous opponent, though, is its
ability is Intelligence (spell save DC 14). The opinicus can innately
array of magical abilities. It can cast potent psionic and divine
cast the following spells, requiring no material components:
spells, can turn undead, and even become ethereal. It can also
At will: absorb elements, invisibility, misty step, shield
project a radiant beam from its eyes, burning and blinding those
3/day (each): dimension door, telekinesis, thunderwave (3d8)
unfortunate enough to get caught in it.
1/week: astral projection
Desert Dweller. The opinicus can be encountered in vast
desert regions and spends most of its time exploring, collecting Spellcasting. The opinicus is a 7th-level spellcaster. Its spellcasting
and preserving literary works of art. If not, it is either poring ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It
through its newly acquired items or projecting itself to the astral has the following cleric spells prepared:
plane. The opinicus lives in long-forgotten ruins of old temples, Cantrips (at will): guidance, light, sacred flame (2d8), thaumaturgy
shrines, and sand-buried palaces in the desert. It keeps its home 1st level (4 slots): bless, cure wounds, detect evil and good
immaculately clean as it tends to entertain the occasional friendly 2nd level (3 slots): lesser restoration, protection from poison
visitor, which is often a djinni, iridescent naga, lammasu, shedu, or 3rd level (3 slots): remove curse, spirit guardians, tongues
threskisphinx. 4th level (1 slot): banishment, guardian of faith
Radiant Gaze (Recharge 5–6). The opinicus's eyes burn intensely
like the sun, emitting radiant energy in a 30-foot cone. Each fiend,
ooze, and undead in that area must make a DC 14 Constitution
saving throw. On a failed save, a creature takes 27 (6d8) radiant
damage and is blinded until the end of its next turn. On a successful
save, a creature takes half as much damage and isn't blinded.
Creatures with sunlight sensitivity must also make their saving
throws but only against being blinded.
Turn Undead (Recharges after a Short or Long Rest). Each undead
creature within 30 feet of the opinicus and can see and hear the
opinicus must make a DC 14 Wisdom saving throw. On a failed save,
the undead creature is frightened for 1 minute or until it takes any
damage. Undead creatures of CR 1/2 or less are destroyed.
A frightened undead creature must spend its turns trying to move
as far away from the opinicus as it can, and it can’t willingly move
to a space within 30 feet of it. The frightened undead creature also
can’t take reactions. For its action, it can use only the Dash action or
try to escape from an effect that prevents it from moving. If there’s
nowhere to move, the creature can use the Dodge action.
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