King Fomor

Gargantuan Celestial, (CR 22)

Armor Class 21

Hit Points 656 (32d20+320)🎲

Speed 60 ft., fly 60 ft.


STR

30 (+10)

DEX

24 (+7)

CON

30 (+10)

INT

22 (+6)

WIS

24 (+7)

CHR

26 (+8)


Skills

Senses truesight 120 ft., passive Perception 17

Languages Celestial, Common, six more

Challenge Rating 22

Actions

Maul.

Melee Weapon Attack: +17 to hit reach 10 ft. one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage and the target makes a DC 25 Strength saving throw. On a failure the target is pushed up to 30 feet away and knocked prone.

Lightning Bolt (3rd-Level; V, S).

A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity saving throw taking 28 (8d6) lightning damage on a failure or half damage on a success.

Flame Strike (5th-Level; V, S).

A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 23 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.

Hold Monster (5th-Level; V, S, Concentration).

One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.


sizeGargantuan

typeCelestial

group

alignment

strength_save17

dexterity_save

constitution_save17

intelligence_save13

wisdom_save14

charisma_save15

perception

damage_vulnerabilities

damage_resistances

damage_immunitiesradiant; damage from nonmagical weapons

condition_immunities

cr22

reactions

legendary_desc

legendary_actionsname: The empyrean can take 1 legendary action,desc: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.,name: Attack,desc: The empyrean makes a weapon attack.,name: Cast Spell,desc: The empyrean casts a spell. The empyrean can't use this option if it has cast a spell since the start of its last turn.,name: Fly,desc: The empyrean flies up to half its fly speed.,name: Shout (Recharge 5-6),desc: Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of the empyreans next turn. On a success, a creature takes half damage.

special_abilitiesname: Divine Grace,desc: If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, the empyrean adds its full Dexterity bonus to its Armor Class (already included).,name: Innate Spellcasting,desc: The empyreans innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: At will: charm person, command, telekinesis, 3/day: flame strike, hold monster, lightning bolt, 1/day: commune, greater restoration, heroes feast, plane shift (self only, can't travel to or from the Material Plane)

spell_list

page_no406

document__license_urlhttp://open5e.com/legal

document__slugmenagerie

document__titleLevel Up Advanced 5e Monstrous Menagerie

document__urlhttps://www.levelup5e.com

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Level Up Advanced 5e Monstrous Menagerie, page no. 406
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