Armor Class
22
Empyrean
Huge Celestial ·
Hit Points
313 (19d12 + 190)
Speed
Walk 50 ft., Fly 50 ft., Swim 50 ft.
CR
23
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 .