Medium Celestial, Unaligned
Armor Class 22 (natural armor)
Hit Points 350 (25d12 + 175)
Speed 50 ft., Fly 50 ft., Swim 50 ft.
STR
26 (+8)
DEX
22 (+6)
CON
24 (+7)
INT
20 (+5)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws STR +15, DEX +13, WIS +13, CHA +15
Skills Acrobatics +13, Athletics +15, Insight +13, Perception +13, Persuasion +15
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Restrained
Senses Truesight 120 ft., Passive Perception 16
Languages All
Challenge 23 (50,000 XP)
Proficiency Bonus +7
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: tidal wave, freedom of movement, water breathing, water walk

1/day each: mind blank, earthquake, tsunami, control weather, divine word

Legendary Resistance (3/Day). If Aphenos fails a saving throw, it can choose to succeed instead.

Magic Resistance. Aphenos has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Aphenos's weapon attacks are magical.

Actions

Multiattack. Aphenos makes two attacks with a combination of Scimitar of the Sea or Divine Bolt.

Scimitar of the Sea. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 21 (3d6 + 11) bludgeoning damage, plus 10 (3d6) cold damage . If the target is a creature, it must succeed on a DC 23 Strength saving throw or be pushed 10ft back and become restrained by watery filaments until the start of Aphenos's next turn.

Crashing Waves. Aphenos casts tidal wave, four times. If a creature fails a saving throw against the spell, it is also pushed 10ft in a random direction.

Divine Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage chosen from one of the following types: acid, cold, force, lightning, radiant, or thunder.

Bonus Actions

Enlarge. Aphenos becomes magically enlarged. When enlarged, Apheno's melee reach increases by 5ft, and he has advantage on Strength checks and saving throws.

Legendary Actions

Aphenos can take 3 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. Aphenos regains spent legendary actions at the start of its turn.

Attack. Aphenos makes one attack.

Bolster. Aphenos bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures purge any negative conditions, and they gain advantage on ability checks, saving throws, and attack rolls until the end of the Aphenos's next turn.

Whirling Wrath (Costs 2 Actions). A vortex of water descends from the sky in a cylinder 200ft high and 20ft in radius. Each creature in the area makes a Dexterity Saving throw (DC 23), taking 27 (5d10) damage on a failure, or half on a success. The area within the vortex becomes difficult terrain, and the boundaries of the vortex are watery walls, as in the wall of water spell. This vortex dissipates at the start of Aphenos's turn.

qeuscis

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