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Kopoha
- STR
- 30 (+10)
- DEX
- 21 (+5)
- CON
- 30 (+10)
- INT
- 21 (+5)
- WIS
- 22 (+6)
- CHA
- 27 (+8)
If Kopoha fails a saving throw, it can choose to succeed instead.
Kopoha has advantage on saving throws against spells and other magical effects.
Kopoha's weapon attacks are magical.
Kopoha'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)
Actions
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
Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
Kopoha makes one attack.
Kopoha 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.
Kopoha 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.
Find this creature in the encounter builder

Source: Turn of Fortune's Wheel, p. 61 - Licenses and attribution