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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