Kassoon

Empyrean

Empyrean

Huge celestial (titan), Chaotic Good (75%) or Neutral Evil (25%)Huge celestial (titan), Chaotic Good (75%) or Neutral Evil (25%)
Armor Class 22 (natural armor)22 (natural armor)
[~<13]
+/-/*
Hit Points 313 (19d12+190)313 ([19d12+190])
[~1-6]
Speed 50 ft., fly 50 ft., swim 50 ft.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)

Token URL:
Saving Throws Str +17, Int +12, Wis +13, Cha +15 Str [+17], Int [+12], Wis [+13], Cha [+15]
Skills Insight +13, Persuasion +15 Insight [+13], Persuasion [+15]
Damage Vulnerabilities
Damage Resistances
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
Senses truesight 120 ft., passive Perception 16truesight 120 ft., passive Perception 16
Languages allall
PB +7
Challenge 23 (50,000 XP)

[+instructions]

Innate Spellcasting. The empyrean'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:


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.

[b]Innate Spellcasting.[/b] The empyrean'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:
[*]At-will: [spell]greater restoration[/spell], [spell]pass without trace[/spell], [spell]water breathing[/spell], [spell]water walk[/spell]
[*]1/day: [spell]commune[/spell], [spell]dispel evil and good[/spell], [spell]earthquake[/spell], [spell]fire storm[/spell], [spell]plane shift[/spell] (self only)

[b]Legendary Resistance (3/Day).[/b] If the empyrean fails a saving throw, it can choose to succeed instead.

[b]Magic Resistance.[/b] The empyrean has advantage on saving throws against spells and other magical effects.

[b]Magic Weapons.[/b] The empyrean's weapon attacks are magical.

Actions

[~Hit +2, DC <13, DPR 0-1]

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.

[b]Maul.[/b] 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.

[b]Bolt.[/b] 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

The Empyrean can take 3 legendary actions, choosing from the options below. Only one legendary action 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 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.

The Empyrean can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

[b]Attack.[/b] The empyrean makes one attack.

[b]Bolster.[/b] 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.

[b]Trembling Strike (Costs 2 Actions).[/b] 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.

 

Details

 
Source Monster Manual pg 130
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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