Empyrean Species in Other Realms | World Anvil

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 Class22 (natural armor)
Hit Points 19d12+190
Speed50 ft.Fly 50 ft.Swim 50 ft.
Strength30 (+10)
Dexterity21 (+5)
Constitution30 (+10)
Intelligence21 (+5)
Wisdom22 (+6)
Charisma27 (+8)
Saving ThrowsStrength d20+17 Intelligence d20+12 Wisdom d20+13
Charisma d20+15
SkillsInsight d20+13 Persuasion d20+15
Damage ImmunitiesBludgeoningPiercingSlashing from nonmagical weapons
SensesTruesight 120 ft.Passive Perception 16
LanguagesAll
Challenge23 (32,500 XP)
Special 1Innate SpellcastingThe 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 1At willGreater restorationPass without trace
Water breathingWater walk
Spells 21/day eachCommuneDispel evil and good
EarthquakeFire stormRealm shift (self only)
Special 2Legendary Resistance (3/Day)If the empyrean fails a saving throw,it ca n choose to succeed instead
Special 3Magic ResistanceThe empyrean has an advantage on saving throwsagainst spells and other magical effects
Special 4Magic WeaponsThe empyrean's weapon attacks are magical
Action 1MaulMelee Weapon Attack d20+17 to hit
Reach 10ft., one targetHit 6d6+10 bludgeoning damage.If the target is a creature, it must succeed ona DC 15 Constitution saving throw
or be stunned until the end of the empyrean's next turn
Action 2BoltRanged Spell Attack d20+15 to hit
Range 600ft., one targetHit 7d6 damage of one of the following types(empyrean's choice): acid, cold,fire, force, lightning, radiant, or thunder
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1AttackThe empyrean makes one attack
Legendary Action 2BolsterThe empyrean bolsters all nonhostile creatures within120 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 checksand saving throws until the endof the empyrean's next turn
Legendary Action 3Trembling Strike (Costs 2 Actions)The empyrean strikes the ground with its maul,triggering an earth tremor.
All other creatures on the ground within 60 feetof the empyrean must succeed ona DC 25 Strength saving throwor be knocked prone

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