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Monster

Empyrean

Huge Celestial ·

Monster Manual Page 130
Armor Class 22
Hit Points 313 (19d12 + 190)
Speed Walk 50 ft., Fly 50 ft., Swim 50 ft.
CR 23
STR 30 +10
DEX 21 +5
CON 30 +10
INT 21 +5
WIS 22 +6
CHA 27 +8

Traits

Legendary Resistance (3/Day)

If the empyrean fails a saving throw, it can choose to succeed instead.

Magic Resistance

The empyrean has advantage on saving throws against spells and other magical effects.

Magic Weapons

The empyrean's weapon attacks are magical.

Actions

Maul

Melee Weapon Attack +17 to hit, reach 10 ft., one target. 31 () Bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be until the end of the empyrean's next turn.

Bolt

Ranged Spell Attack +15 to hit, range 600 ft., one target. 24 () damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.

Legendary Actions

Attack

The empyrean makes one attack.

Bolster

The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be or , and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn.

Trembling Strike (Costs 2 Actions)

The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked .
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