Kangrinboqe Warrior by yin yuming
Empyrean
Huge celestial (titan), 75% any good, 25% any evil alignment
Armor Class 24 (natural armor)
Hit Points 495 (30d12 + 300; bloodied 297)
Speed 60 ft., fly 60 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
30 (+10) | 22 (+6) | 30 (+10) | 22 (+6) | 23 (+6) | 28 (+9) |
Savings Throws Str +18, Dex +14, Con +18, Int + 14, Wis +14, Cha +17
Skills Athletics +18, Insight +14, Investigation +14, Perception +14 Persuasion +17
Damage Resistances fire; uncommon or lesser magic items, see also
Divine Resistance
Damage Immunities radiant; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities exhaustion, poisoned
Senses truesight 240 ft., passive Perception 25
Languages All, telepathy 240 ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Divine Resistance. The empyrean has resistance to one of the following types of damage: acid, cold, force, lightning, or thunder. The empyrean can change this resistance as a bonus action or a reaction.
Magic Resistance. The empyrean has advantage on saving throws against spells and magical effects.
Magic Weapons. The empyrean’s weapon attacks are considered uncommon magic.
Siege Monster. The empyrean double damage to structures and objects.
Unstoppable. A empyrean can use a reaction at the end of its turn to remove one condition or effect it is suffering. Alternately, it can use a reaction, take 30 hit points of damage, and end the condition or effect immediately.
ACTIONS
Multiattack. The empyrean makes two attacks
Maul. Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit: 52 (12d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Constitution saving throw or be stunned until the end of the empyrean’s next turn, knocked prone, or pushed 15 feet, the empyrean’s choice.
Bolt. Ranged Spell Attack: +17 to hit, range 600 ft., one target.
Hit: 49 (14d6) fire or radiant damage (empyrean’s choice) or the damage type that matches the empyrean’s
divine resistance.
Innate Spellcasting. The empyrean’s spell casting ability is Charisma (spell save DC 25, +17 to hit with attack spells). The empyrean can innately cast the following spells, requiring no material components:
At will:
bless, greater restoration, pass without trace, water breathing, water walk
3/day each:
chain lightning (6th level), commune, destructive wave (radiant damage), dispel evil and good, hallow
1/day each:
control weather, divine word, earthquake, fire storm, plane shift (self only), shapechange
LEGENDARY ACTIONS
The empyrean can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the empyrean has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The empyrean regains spent legendary actions at the start of its turn.
Attack. The empyrean makes a maul or or bolt attack.
Bolster. The empyrean bolsters all non-hostile creatures within 240 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.
Regenerate. The empyrean regenerates 20 hit points.
Shift. The empyrean moves up to half its speed and does not provoke opportunity attacks with this movement.
Spell (Costs 2 Actions). The empyrean casts a spell.
Teleport (Costs 2 Actions). The empyrean magically teleports, along with any equipment it is wearing or carrying, up to 240 feet to an unoccupied space it can see.
Trembling Strike (Costs 2 Actions/recharge 5-6). The empyrean strikes the ground, triggering a massive shock wave and earth tremor. All creature on the ground within 60 feet of the empyrean must succeed on a DC 26 Strength saving throw, taking74 (16d8) thunder damage and be knocked prone on a failed save, or half as much damage on a successful one.