Armor Class 22
Hit Points 346 (21d12 + 210)
Speed 50 ft., fly 50 ft., swim 50 ft.
Saving Throws STR +17, WIS +13
Skills Insight +13, Perception +13
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities necrotic, radiant
Senses Truesight 120 ft., passive Perception 23
Languages all
Challenge 23
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.
Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. m +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. r +15, range 600 ft. Hit: 35 (6d8 + 8) Necrotic or Radiant damage (empyrean's choice).
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. con DC 23, each creature in a 30-foot Emanation originating from the empyrean. 27 (6d8) Force damage, and the target has the Prone condition. Half damage only. The empyrean can't take this action again until the start of its next turn.
Smite. The empyrean makes one Divine Ray attack.
Monster Manual (2024), p. 113