Large Celestial (Titan), Lawful Evil
Armor Class 22 Natural armor
Hit Points 274 (19d10 + 150)
Speed 50 ft., Walk 50 ft., Swim 50 ft.
STR
30 (+10)
DEX
21 (+5)
CON
30 (+10)
INT
21 (+5)
WIS
22 (+6)
CHA
27 (+8)
Saving Throws STR +16, INT +11, WIS +12, CHA +14
Skills Insight +13, Persuasion +15
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120ft, Passive Perception 16
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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:

At will: greater restoration, pass without trace, water breathing, water walk

1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)

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.

Actions

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.

Mortal Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 19 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be cursed. The cursed target can't regain hit points as long as this curse is in effect, and the target can reroll their saving throw at the end of every following turn.

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.

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.

Description

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Monster Tags: Titan

thehappydm4you

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