Kryx RPGThemesMonsters

Empyrean

Huge celestial (titan)
Challenge
23 (50,000 XP)

STR
10
DEX
5
CON
10
INT
5
WIS
6
CHA
8

313
19d12+190
22
Soak
2
Fort
+10
Ref
+14
Will
+14
Defense note natural armor
Damage immunities bludgeoning, piercing, and slashing from nonmagical attacks

Speed 15 m., fly 15 m., swim 15 m.
Senses truesight 35 m., passive Perception 16
Skills Insight 13 +7, Persuasion 15 +7
Languages all

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.

Spellcasting. The empyrean’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It has 22 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:

At will: pass without trace, restoration (augmented to greater restoration), water breathing, water walk

1 mana: aid, heal

2 mana: archon’s trumpet, blade barrier, commune, remove curse, restoration

3 mana: dispel evil and good, plane shift (self only)

1/day each: earthquake, meteor swarm

Actions

Maul. Melee Weapon Attack: +17 to hit, reach 3 m. Hit: 29 (3d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Fortitude saving throw or be stunned until the end of the empyrean’s next turn.

Warhammer. Melee Weapon Attack: +17 to hit, reach 3 m. Hit: 23 (3d8 + 10) bludgeoning damage, or 26 (3d10 + 10) bludgeoning damage if used with two hands. If the target is a creature, it must succeed on a DC 15 Fortitude saving throw or be stunned until the end of the empyrean’s next turn.

Bolt. Ranged Spell Attack: +15 to hit, range 185 m. Hit: 24 (7d6) damage of one of the following types (empyrean’s choice): acid, cold, concussion , fire, force, lightning, or radiant.

Legendary Actions

The empyrean can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The empyrean regains spent legendary actions at the start of its turn.

Attack. The empyrean makes one attack.

Bolster. The empyrean bolsters all nonhostile creatures within 35 meters 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 18 meters of the empyrean must succeed on a DC 25 Reflex saving throw or be knocked prone.

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