Huge [object Object], neutral
- Armor Class
- 22
- Hit Points
- 346 (21d12 + 210)
- Speed
- fly 50 ft. (hover), swim 50 ft., 50 ft., canHover true ft.
- Challenge
- 23 (50,000 XP)
- 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
Traits
If the empyrean fails a saving throw, it can choose to succeed instead.
The empyrean has Advantage on saving throws against spells and other magical effects.
Actions
The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Melee Attack Roll: +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.
Ranged Attack Roll: +15, range 600 ft. Hit: 35 (6d8 + 8) Necrotic or Radiant damage (empyrean's choice).
Legendary Actions
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.
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.
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):