THE SHARED REFERENCE Adventurer

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.

Spellcasting

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

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