Armor Class
22
Empyrean
Huge Unknown · Neutral
Hit Points
346 (21d12 + 210)
Speed
Walk 50 ft., Fly 50 ft. ((hover)), Swim 50 ft.
CR
23
Traits
Legendary Resistance (4/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.
Actions
Multiattack
The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon
Melee Attack +17, reach 10 ft. 31 () Force damage, and the target has the condition until the start of the empyrean's next turn. The target can choose not to be , in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine Ray
Ranged Attack +15, range 600 ft. 35 () Necrotic or Radiant damage (empyrean's choice).
Legendary Actions
Bolster
The empyrean gains 10 Temporary Hit Points, and the empyrean and each ally within 30 feet of it gain Advantage on D20 Test until the end of the empyrean's next turn. The empyrean can't take this action again until the start of its next turn.
Shockwave of Glory
CON Save DC 23, each creature in a 30-foot Emanation [Area Of Effect] originating from the empyrean.
Failure: 27 () Force damage, and the target has the condition.
Success: Half damage only.
Success or Failure: The empyrean can't take this action again until the start of its next turn.
Failure: 27 () Force damage, and the target has the condition.
Success: Half damage only.
Success or Failure: The empyrean can't take this action again until the start of its next turn.
Smite
The empyrean makes one Divine Ray attack.