Empyrean token

Empyrean

Huge Celestial { "alignment": [ "C", "G" ], "chance": 75 } { "alignment": [ "N", "E" ], "chance": 25 }

CR 23
Saving Throws
Str +17, Int +12, Wis +13, Cha +15
Skills
Insight +13, Persuasion +15
Damage Immunities
bludgeoning, piercing, slashing from nonmagical attacks
Senses
truesight 120 ft., passive Perception 16
Languages
all

Traits

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.

Spellcasting

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:

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.

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.

Legendary Actions

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.