THE SHARED REFERENCE Adventurer

Monster

Empyrean

Official reference · MM · 2014

Creature type
Celestial
Size
Huge
Armor class
22 (natural armor)
Hit points
313 (19d12 + 190)
Speed
Walk 50 ft., Fly 50 ft., Swim 50 ft.
Challenge rating
23
Strength
30
Dexterity
21
Constitution
30
Intelligence
21
Wisdom
22
Charisma
27
Passive Perception
16
Saving Throws
str: +17; int: +12; wis: +13; cha: +15
Skills
insight: +13; persuasion: +15
Senses
truesight 120 ft.
Languages
all
Immunities
immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True

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. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn.

Bolt

Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

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 charmed or frightened, 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 prone.

Innate Spellcasting

The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: greater restoration, pass without trace, water breathing, water walk

1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)

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