Huge celestial, chaotic good
- Armor Class
- 22 (natural armor)
- Hit Points
- 313 (19d12 + 190)
- Speed
- fly 50 ft., swim 50 ft., 50 ft.
- Challenge
- 23 (50,000 XP)
- Saving Throws
- Cha +15, Int +12, Str +17, Wis +13
- Skills
- Insight +13, Persuasion +15
- Damage Immunities
- bludgeoning, piercing, slashing from nonmagical attacks
- Senses
- truesight 120 ft., passive Perception 16
- Languages
- all
Traits
If Kopoha fails a saving throw, it can choose to succeed instead.
Kopoha has advantage on saving throws against spells and other magical effects.
Kopoha's weapon attacks are magical.
Actions
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
Kopoha makes one attack.
Kopoha 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 Kopoha's next turn.
Kopoha strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of Kopoha must succeed on a DC 25 Strength saving throw or be knocked prone.
Spellcasting
Kopoha's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components: