Empyrean
Empyreans are the celestial children of the gods of the Upper Realms. They are universally beautiful, statuesque, and self-assured.
Manifest Emotion An empyrean can experience deity-like fits of serenity or rage. It can affect the
environment a round it by its mood. When an empyraen is unhappy, the clouds might cry tears of salt water, the wildflowers in surrounding meadows might wilt, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its footsteps, and birds fill the sky with their pleasing songs.
Evil Empyreans A few empyreans have turned to evil after venturing to the Lower Planes and becoming corrupted, or as the result of being cursed by evil gods. An evil empyrean can't survive long on the Upper Realms and usually retreats to the Material Realm, where it can rule over a kingdom of mortals as an indomitable tyrant.
Immortal Titans Empyreans don't age but can be slain. Because few empyreans can imagine their own demise, they fight fearlessly when drawn into battle, refusing to believe that the end is upon them even when standing at death's door. When an empyrean dies, its spirit returns to its home plane. There, one of the fallen empyrean's parents resurrects the empyrean unless he or she has a good reason not to.
Empyrean
Empyreans are the celestial children of the gods of the Upper Realms. They are universally beautiful, statuesque, and self-assured.
Armor Class | 22 (natural armor) | ||
---|---|---|---|
Hit Points | 19d12+190 | ||
Speed | 50 ft. | Fly 50 ft. | Swim 50 ft. |
Strength | 30 (+10) | ||
Dexterity | 21 (+5) | ||
Constitution | 30 (+10) | ||
Intelligence | 21 (+5) | ||
Wisdom | 22 (+6) | ||
Charisma | 27 (+8) | ||
Saving Throws | Strength d20+17 | Intelligence d20+12 | Wisdom d20+13 |
Charisma d20+15 | |||
Skills | Insight d20+13 | Persuasion d20+15 | |
Damage Immunities | Bludgeoning | Piercing | Slashing from nonmagical weapons |
Senses | Truesight 120 ft. | Passive Perception 16 | |
Languages | All | ||
Challenge | 23 (32,500 XP) | ||
Special 1 | Innate Spellcasting | The empyrean's innate spellcasting ability is Charisma | (spell save DC 23, d20+15 to hit with spell attacks). |
It can innately cast the following spells, | requiring no material components: | ||
Spells 1 | At will | Greater restoration | Pass without trace |
Water breathing | Water walk | ||
Spells 2 | 1/day each | Commune | Dispel evil and good |
Earthquake | Fire storm | Realm shift (self only) | |
Special 2 | Legendary Resistance (3/Day) | If the empyrean fails a saving throw, | it ca n choose to succeed instead |
Special 3 | Magic Resistance | The empyrean has an advantage on saving throws | against spells and other magical effects |
Special 4 | Magic Weapons | The empyrean's weapon attacks are magical | |
Action 1 | Maul | Melee Weapon Attack | d20+17 to hit |
Reach 10ft., one target | Hit 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 | |||
Action 2 | Bolt | Ranged Spell Attack | d20+15 to hit |
Range 600ft., one target | Hit 7d6 damage of one of the following types | (empyrean's choice): acid, cold, | fire, force, lightning, radiant, or thunder |
Legendary Actions | The empyrean can take 3 legendary actions, | choosing from the options below. | Only one legendary action option can be used at a time |
and only at the end of another creature's turn. | The empyrean regains spent legendary | actions at the start of its turn | |
Legendary Action 1 | Attack | The empyrean makes one attack | |
Legendary Action 2 | 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 an advantage on ability checks | and saving throws until the end | of the empyrean's next turn |
Legendary Action 3 | 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 |
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