Huge celestial (titan), Unaligned
| Armor Class | 22 (natural armor) |
|---|---|
| Hit Points | 313 (19d12 + 190) |
| Speed | 50 ft., fly 50 ft., swim 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 21 (+5) | 30 (+10) | 21 (+5) | 22 (+6) | 27 (+8) |
| Saving Throws | Cha +15, Int +12, Str +17, Wis +13 |
|---|---|
| Skills | Insight +13, Persuasion +15 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | bludgeoning, piercing, slashing from nonmagical attacks |
| Condition Immunities | — |
| Senses | truesight 120 ft., passive Perception 16 |
| Languages | all |
| Challenge | 23 |
If the empyrean fails a saving throw, it can choose to succeed instead.
The empyrean has advantage on saving throws against spells and other magical effects.
The empyrean's weapon attacks are magical.
Melee Attack Roll: +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.
Ranged Spell Attack Roll: +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.
The empyrean makes one attack.
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.
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.
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 each/day: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)
Huge unknown (titan), Neutral
| Armor Class | 22 |
|---|---|
| Hit Points | 346 (21d12 + 210) |
| Speed | 50 ft., fly 50 ft. (hover), swim 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 21 (+5) | 30 (+10) | 21 (+5) | 22 (+6) | 27 (+8) |
| Saving Throws | Str +17, Wis +13 |
|---|---|
| Skills | Insight +13, Perception +13 |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning; piercing; slashing |
| Damage Immunities | necrotic; radiant |
| Condition Immunities | — |
| Senses | Truesight 120 ft., passive Perception 23 |
| Languages | all |
| Challenge | 23 |
If the empyrean fails a saving throw, it can choose to succeed instead.
The empyrean has Advantage on saving throws against spells and other magical effects.
The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Melee Attack Roll: +17, reach 10 ft. Hit: 31 (6d6 + 10) Force damage, and the target has the Stunned condition until the start of the empyrean's next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Ranged Attack Roll: +15, range 600 ft. Hit: 35 (6d8 + 8) Necrotic or Radiant damage (empyrean's choice).
The empyrean gains 10 Temporary Hit Points, and the empyrean and each ally within 30 feet of it gain Advantage on D20 Test until the end of the empyrean's next turn. The empyrean can't take this action again until the start of its next turn.
con DC 23, each creature in a 30-foot Emanation [Area of Effect] originating from the empyrean. Failure: 27 (6d8) Force damage, and the target has the Prone condition. Success: Half damage only. Success or Failure: The empyrean can't take this action again until the start of its next turn.
The empyrean makes one Divine Ray attack.
The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: Calm Emotions, Greater Restoration, Pass without Trace, Water Breathing
1 each/day: Commune, Dispel Evil and Good, Plane Shift