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Empyrean

Challenge
Tags
str
30
dex
24
con
30
int
22
wis
24
cha
26

AC 21 (breastplate)

HP 328 (16d20 + 160; bloodied 164)

Speed 60 ft., fly 60 ft.


Proficiency +7; Maneuver DC 25

Saving Throws Str +17, Con +17, Int +13, Wis +14, Cha +15

Damage Immunities radiant; damage from nonmagical weapons

Senses truesight 120 ft., passive Perception 17

Languages Celestial, Common, six more


Divine Grace. If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor , the empyrean adds its full Dexterity bonus to its Armor Class (already included).

Innate Spellcasting. The empyrean’s innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components:

At will: charm person , command , telekinesis

3/day: flame strike , hold monster , lightning bolt

1/day: commune , greater restoration , heroes’ feast , plane shift (self only, can’t travel to or from the Material Plane)

Magic Resistance. The empyrean has advantage on saving throws against spells and other magical effects. 

Regeneration. The empyrean regains 10 hit points at the beginning of its turn as long as it has at least 1 hit point.

Immortal Nature. A titan doesn’t require air, sustenance, or sleep.


ACTIONS

Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage, and the target makes a DC 25 Strength saving throw . On a failure, the target is pushed up to 30 feet away and knocked prone .

Lightning Bolt (3rd-Level; V, S). A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity saving throw , taking 28 (8d6) lightning damage on a failure or half damage on a success.

Flame Strike (5th-Level; V, S). A column of divine flame fills a 10-foot-radius, 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 23 Dexterity saving throw , taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.

Hold Monster (5th-Level; V, S, Concentration). One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throw . On a failure, the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. 


BONUS ACTIONS

Immortal Form. The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged.


LEGENDARY ACTIONS

The empyrean can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.

Attack. The empyrean makes a weapon attack.

Cast Spell. The empyrean casts a spell. The empyrean can’t use this option if it has cast a spell since the start of its last turn.

Fly. The empyrean flies up to half its fly speed.

Shout (Recharge 56). Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution saving throw . On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of the empyrean’s next turn. On a success, a creature takes half damage.

Combat

The empyrean flies at least 50 feet in the air, raining ightning bolts and flame strikes on land-bound foes. It attacks flying enemies with its maul. It uses Shout whenever it can and then attacks stunned creatures with its maul. If not on the Material Plane, it uses plane shift when reduced to 100 hit points or fewer.


Legends and Lore

With an Arcana or History check, characters can learn the following:

DC 10 Titans are semi-divine creatures from the dawn of time.

DC 15 The literal children of gods, empyrean titans are mighty warriors and powerful spellcasters. Their wounds heal with supernatural speed.

DC 20 Eons ago, King Fomor and his many degenerate children were banished to the Dreaming. Each fomorian has a bulging eye that is both the source of their magic and their greatest vulnerability.

Description

Empyreans are godlike beings that stand 50 feet tall in their true forms, though they can take on humanoid stature to mingle with mortals. Their divine strength, combined with mortal will and foibles, make them unpredictable and dangerous. The flaws of even a well-intentioned empyrean are magnified by its power. 

Each empyrean bears the mark of the god that gave it life. The offspring of a storm god might bear a weapon that crackles with electricity, while the child of a nature god might leave footprints that burst with flowers and tree shoots. An empyrean’s innate spell list might also vary depending on its parentage.

Behavior

Material Plane Empyrean Behavior

1 Sitting on a throne, staring at beautifully gilded prison walls, longing for distraction

2 In a rage, hammering futilely on an indestructible stone door

3 Summoning and dismissing illusions of worshipful mortals, magnificent architecture, and forgiving parents

4 Escaped from its prison and on its way to reclaim its power 


Planar Traveler Empyrean Behavior

1 Dictating a message to a ball of light, which then races off; several more balls of light wait patiently to receive messages

2 Looking for battle with opponents of equal power

3 On a holy quest

4 Holding a feast, festival, or dance for locals

Encounters

Some empyreans maintain a semblance of rulership within dungeon prisons, while others wander in exile far from the Material Plane. Fomorians and their ilk inhabit underground palaces in the Dreaming.

CR 5–10 fomorian

Treasure 200 gp, silver mask (750 gp), rope of climbing

CR 11–16 2 fomorians ; fomorian with night hag , ogre mage , or 3 ogres

Treasure 1,500 gp, defaced jade statuette of a god (750 gp), potion of flying , a silver-clasped book with an eye on the cover (a tome of understanding )

CR 17–22 empyrean

Treasure 5,000 gp, gold and emerald bracers (7,500 gp), hammer of thunderbolts

CR 23–30 empyrean with high priest , holy knight , or khalkos ; 3 fomorians

Treasure 1,000 pp, magic platinum mirror that shows shapechangers in their true form (7,500 gp), potion of invisibility , sovereign glue , 3 maul (a legendary weapon named Farstep; an attuned wielder can cast dimension door and teleport once per day each) 

CR 31+ Aklea ; King Fomor ; King Fomor with 1 to 3 fomorians ; 2 or 3 empyreans ; 4 or 5 fomorians

Treasure 30,000 gp, 20 suits of fine clothes that magically resize to fit the wearer (1,000 gp each), 10 sets of gold tableware (500 gp each), 10 gold chalices that magically refill with fine wine three times each day (2,500 gp each), ring of earth elemental command , staff of withering

Monster Type Description

Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.