Empyrean 5e art7/24/2023 Uldrak was a servant of the god Surtur who quested to the Nine Hells to slay Tiamat for his deity. She owed a favor to Halaster Blackcloak in the late 15 th century DR. Nalkara was the empyrean daughter of Auril and Thrym. The only exception was when the empyrean's parents had a reason not to revive their child. Society Īn empyrean who was slain in battle was typically resurrected by one of its parents in its home plane. Empyreans could also innately cast a number of spells, such as commune, dispel evil and good, earthquake, fire storm, greater restoration, pass without trace, plane shift, water breathing, and water walk. They could do devastating earth-shaking damage with their weapons and bolts of pure energy, and could considerably bolster their allies, amplifying their abilities and resistance to magic effects. Combat Īs un-aging creatures of immense powers, empyreans did not contemplate their own mortality and recklessly charged into battle even if at the brink of being slain. However, if an empyrean became corrupted by the Lower Planes or suffered a curse from an evil deity and turned to evil, it could no longer live in its home plane and had to retreat to the Prime Material plane. Īs children of the Upper Planes, most empyreans were usually benevolent creatures. Wilting flowers, salt-water rains, even dying animals and trees might reflect an empyrean's negative emotions, while radiant sunlight, bird song, and playful small animals would manifest around a happy empyrean. The environment around an empyrean physically manifested the empyrean's emotions. Personality Ĭreatures of strong emotions, empyreans were capable of altering their surroundings according to their moods. They had a statuesque appearance and never aged. Fomorians and their ilk inhabit underground palaces in the Dreaming.Empyreans were the universal manifestation of beauty. Some empyreans maintain a semblance of rulership within dungeon prisons, while others wander in exile far from the Material Plane. On a success, a creature takes half damage. Until the end of the empyrean’s next turn. On a failure, a creature takes 24 (7d6) thunder damage and is Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution The empyrean flies up to half its fly speed. The empyrean can’t use this option if it has cast a spell since the start of its last turn.įly. The empyrean makes a weapon attack.Ĭast Spell. It regains spent legendary actions at the start of its turn.Īttack. Only one legendary action can be used at a time and only at the end of another creature's turn. The empyrean can take 1 legendary action, choosing from the options below. The empyrean magically changes its size between Gargantuan and Medium. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throwįor 1 minute. Hold Monster (5th-Level V, S, Concentration). , taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success. Creatures in the area make a DC 23 Dexterity A column of divine flame fills a 10-foot-radius, 40-foot-high cylinder within 60 feet. , taking 28 (8d6) lightning damage on a failure or half damage on a success.įlame Strike (5th-Level V, S). Each creature in the area makes a DC 23 Dexterity A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. On a failure, the target is pushed up to 30 feet away and knocked Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage, and the target makes a DC 25 Strength Melee Weapon Attack: +17 to hit, reach 10 ft., one target. A titan doesn’t require air, sustenance, or sleep. The empyrean regains 10 hit points at the beginning of its turn as long as it has at least 1 hit point. Plane shift (self only, can’t travel to or from the Material Plane)Īgainst spells and other magical effects. It can innately cast the following spells, requiring no material components: The empyrean’s innate spellcasting ability is Charisma (spell save DC 23). , the empyr ean adds its full Dexterity bonus to its Armor Class (already included). Senses truesight 120 ft., passive Perception 17Īgainst an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Saving Throws Str +17, Con +17, Int +13, Wis +14, Cha +15ĭamage Immunities radiant damage from nonmagical weapons
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