DUMB DECISION TTRPG · Library

Empyrean

Huge celestial (titan),

Armor Class 22 (natural armor)

Hit Points 313 (19d12 + 190)

Speed 50 ft., fly 50 ft., swim 50 ft.

STR 30 (+10)
DEX 21 (+5)
CON 30 (+10)
INT 21 (+5)
WIS 22 (+6)
CHA 27 (+8)

Saving Throws STR +17, INT +12, WIS +13, CHA +15

Skills Insight +13, Persuasion +15

Damage Immunities [object Object]

Senses truesight 120 ft., passive Perception 16

Languages all

Challenge 23

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 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.

Source

Monster Manual (2014), p. 130