King Fomor
Gargantuan Celestial
Armor Class 21
Hit Points 656 (32d20+320)
Speed fly +60, walk +60
Challenge 22
Saving Throws cha +15, con +17, int +13, str +17, wis +14
Damage Immunities radiant; damage from nonmagical weapons
Senses truesight 120 ft., passive Perception 17
Languages Celestial, Common, six more
Special Abilities
Divine Grace. 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).
Innate Spellcasting. 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)
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.
Bonus Actions
Immortal Form. The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged.
Burning Gaze. A line of fire 5 feet wide and 60 feet long blasts from King Fomors eye. Each creature in the area makes a DC 23 Constitution saving throw, taking 35 (10d6) fire damage and 35 (10d6) radiant damage on a failure or half damage on a success. When King Fomor is bloodied, his Burning Gazes shape is a 60-foot cone instead of a line.
Elite Recovery (While Bloodied). King Fomor ends one negative effect currently affecting him. He can do so as long as he has at least 1 hit point, even while unconscious or incapacitated.
Legendary Actions
The empyrean can take 1 legendary action. 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.
Attack. The empyrean makes a weapon attack.
Cast Spell. 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.
Fly. The empyrean flies up to half its fly speed.
Shout (Recharge 5-6). 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.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open