Page 195 - Monster Manual Expanded III Dragonix
P. 195

Opinicus, Greater                                     Spellcasting. The opinicus is a 14th-level spellcaster. Its spellcasting
                                                               ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It
         Large monstrosity, chaotic good
                                                               has the following cleric spells prepared:
                                                               Cantrips (at will): guidance, light, sacred flame (3d8), thaumaturgy
         Armor Class 13 (natural armor)
                                                               1st level (4 slots): bless, cure wounds, detect evil and good
         Hit Points 119 (14d10 + 42)
                                                               2nd level (3 slots): aid, lesser restoration, protection from poison
         Speed 40 ft., fly 60 ft.
                                                               3rd level (3 slots): mass healing word, remove curse, spirit
                                                                 guardians, tongues
             STR           DEX           CON           INT           WIS           CHA
                                                               4th level (3 slots): banishment, freedom of movement, guardian of
                17 (+3)       12 (+1)      16 (+3)     18 (+4)      19 (+4)      16 (+3)
                                                                 faith
                                                               5th level (2 slots): dawn, dispel evil and good, greater restoration
         Saving Throws Dex +5, Int +8, Wis +8
                                                               6th level (1 slot): heal
         Skills Arcana +8, Insight +8, Perception +12, Religion +12
                                                               7th level (1 slot): divine word
         Senses passive Perception 22
         Languages Auran, Celestial, Common, telepathy 60 ft.  Radiant Gaze (Recharge 5–6). The opinicus's eyes burn intensely like
         Challenge 10 (5,900 XP)       Proficiency Bonus +4    the sun, emitting radiant energy in a 30-foot cone. Each fiend, ooze,
                                                               and undead in that area must make a DC 16 Constitution saving
         Uncanny Senses. The opinicus can’t be surprised while it isn’t   throw.  On a failed save, a creature takes 40 (9d8) radiant damage
         incapacitated.                                        and is blinded until the end of its next turn.  On a successful save,
         Actions                                               a creature takes half as much damage and isn't blinded.  Creatures
                                                               with sunlight sensitivity must also make their saving throws but only
         Multiattack. The opinicus makes two Claw attacks.     against being blinded.
         Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.   Turn Undead (Recharges after a Short or Long Rest). Each undead
         Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) radiant damage.  creature within 30 feet of the opinicus and can see and hear the
                                                               opinicus must make a DC 16 Wisdom saving throw. On a failed save,
         Etherealness. The opinicus magically enters the Ethereal Plane
                                                               the undead creature is frightened for 1 minute or until it takes any
         from the Material Plane, or vice versa.
                                                               damage.  Undead creatures of CR 3 or less are destroyed.
         Innate Spellcasting (Psionics). The opinicus’s innate spellcasting     A frightened undead creature must spend its turns trying to move
         ability is Intelligence (spell save DC 16). The opinicus can innately   as far away from the opinicus as it can, and it can’t willingly move to
         cast the following spells, requiring no material components:  a space within 30 feet of it. The frightened undead creature also can’t
         At will: absorb elements, invisibility, misty step, shield  take reactions. For its action, it can use only the Dash action or try to
         3/day (each): dimension door, telekinesis, thunderwave (4d8)  escape from an effect that prevents it from moving. If there’s nowhere
         1/day: astral projection                              to move, the creature can use the Dodge action.

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                    Bestiary
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