Monster
Empyrean
Official reference · XMM · 2024
- Creature type
- {'Choose': ['Celestial', 'Fiend']}
- Size
- Huge
- Armor class
- 22
- Hit points
- 346 (21d12 + 210)
- Speed
- Walk 50 ft., Fly 50 ft. (hover), Swim 50 ft.
- Challenge rating
- 23
- Alignment
- Neutral
- Strength
- 30
- Dexterity
- 21
- Constitution
- 30
- Intelligence
- 21
- Wisdom
- 22
- Charisma
- 27
- Passive Perception
- 23
- Initiative
- +19
- Saving Throws
- str: +17; wis: +13
- Skills
- insight: +13; perception: +13
- Senses
- Truesight 120 ft.
- Languages
- all
- Resistances
- bludgeoning, piercing, slashing
- Immunities
- necrotic, radiant
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. Hit: 31 (6d6 + 10) Force damage, and the target has the Stunned condition until the start of the empyrean's next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine Ray
Ranged Attack: +15, range 600 ft. Hit: 35 (6d8 + 8) Necrotic or Radiant damage (empyrean's choice).
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
Bolster
The empyrean gains 10 Temporary Hit Points, and the empyrean and each ally within 30 feet of it gain Advantage on D20 Tests 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
Constitution Saving Throw: DC 23, each creature in a 30-foot Emanation originating from the empyrean. Failure: 27 (6d8) Force damage, and the target has the Prone 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.
The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: Calm Emotions, Greater Restoration, Pass without Trace, Water Breathing
1/day each: Commune, Dispel Evil and Good, Plane Shift