![]() It won’t lead with this spell, nor will it wait until the last minute to cast it. Once per day, an empyrean can cast fire storm, which does 7d10 fire damage on a failed save, half that on a success, and ought to be able to engulf every one of the empyrean’s opponents. It will use it any and every time it fails a save, until its uses of the feature are exhausted. Consequently, it won’t bank its uses of this feature. Like other monsters with Legendary Resistance, which grants three automatic successes per day on failed saving throws, the empyrean will rarely, if ever, fail a saving throw if it does, it will probably be a Dex save. Even against these, despite having a Dexterity saving throw modifier of only +5, it still has Legendary Resistance, allowing it to leap clear of the fissure or take only half damage from the meteors. The thing is, thanks to its spectacular saving throw modifiers, there aren’t any-with the possible exception of earthquake or meteor swarm. Hypothetically, an empyrean might use Bolt to shut down a spellcaster who could cast spells that bypassed its immunities and resistances. Thanks to its Intelligence of 21, it knows, automatically, exactly which type of damage will harm its targets the most. Its ranged Bolt attack, while potent, isn’t as damaging as its melee attack, and it will use this attack-which has the ridiculous range of 600 feet-only to strike at a distance against opponents whom it can’t yet engage in melee with. Generally, then, the empyrean will favor the direct approach to dealing with its enemies: charge, bash, repeat. It’s not afraid to mix it up with you-even if it should be, you being a master of the world and all. It also has advantage on saving throws against magic. ![]() It’s immune-not resistant, immune-to physical damage from nonmagical weapons, and its own weapon attacks are inherently magical. A single hit from its maul can potentially kill a PC with up to 23 hp instantly. (If a 20-foot-tall god-child can’t make Posleslavny great again, who can, am I right?)Įvery one of an empyrean’s abilities is extraordinary, but with beyond-extraordinary Strength and Constitution of 30, it’s a brute to rule all brutes. These depraved empyreans end up exiled to the material plane, where they take over kingdoms as a hobby. But sometimes they go on a spring break bender in Tartarus or something (excuse me-Carceri), and they’re not the same when they come back. Most of them are chaotic good, residing on the plane of Arvandor, Arboria or Olympus, depending on how old-school you like your cosmology. ![]() Boss monsters on par with the most ancient dragons. If your PCs are coming face-to-face with an empyrean, they’d better either be masters of the world already or have very good health insurance coverage. And at levels 17 through 20, they’re “masters of the world,” the ones who wind up as protagonists in books by R.A. At levels 11 through 16, they’re “masters of the realm,” on whose deeds the fates of kingdoms turn. At levels 5 through 10, they’re “heroes of the realm,” regionally renowned. From level 1 to level 4, PCs are “local heroes,” saving one village at a time. 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.The fifth-edition Dungeon Master’s Guide describes four tiers of play, based on player character level. ![]() The empyrean strikes the ground with its maul, triggering an earth tremor. 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. The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. The empyrean regains spent legendary actions at the start of its turn.īolster. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. ![]() The empyrean can take 3 legendary actions, choosing from the options below. Hit: 24 (7d6) damage of one of the following types (empyrean’s choice): acid, cold, fire, force, lightning, radiant, or thunder. Ranged Spell Attack: +15 to hit, range 600 ft., one target. 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.īolt. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. The empyrean’s weapon attacks are magical. The empyrean has advantage on saving throws against spells and other magical effects. If the empyrean fails a saving throw, it can choose to succeed instead. It can innately cast the following spells, requiring no material components:Īt will: greater restoration, pass without trace, water breathing, water walkġ/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only) The empyrean’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). ![]()
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