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.
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 Costitution saving throw or be stunned until the end of the empyrean's next turn.
Bolt. Ranged Spell Attack: +15 to hit, range 600ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.
Parry. The empyrean adds +3 to his AC to prevent a successful attack.
The empyrean 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. The empyrean regains spent legendary actions at he start of its turn.
Attack. The empyrean makes one attack.
Taunting counterattack (Cost 2 Actions). The empyrean forces any hostile creatures within 40 ft. to make an attack against him (if possible). Combos: 1. If all creatures hit nothing happens. 2. If no creatures hit the empyrean and more than 2 creatures have missed he heals 1d100 hit points. 3. If some miss and some hit the empyrean redirects as many of the succesful attacks as he can, to any available creatures that missed. The rest hit him.
Trembling Strike (Cost 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.
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