{"name":"Empyrean","challenge_rating":"23","xp":"50000","types":"Celestial","pb":"+7","size":"Huge","sizer":"NONE","languages":"All","alignment":"Unaligned","description":"Empyreans are the celestial children of the gods of the Upper Planes. They are universally beautiful, statuesque, and self-assured.\r\n\r\n[b]Manifest Emotion[\/b]. An empyrean can experience deity-like fits of serenity or rage. It can affect the environment around it by its mood. When an empyrean 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.\r\n\r\n[b]Evil Empyreans[\/b]. 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\u2019t survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant.\r\n\r\n[b]Immortal Titans[\/b]. Empyreans don\u2019t 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\u2019s door. When an empyrean dies, its spirit returns to its home plane. There, one of the fallen empyrean\u2019s parents resurrects the empyrean unless he or she has a good reason not to.","suggested_environments":"","armor_class":"22","hit_points":"313","strength":"30","dexterity":"21","constitution":"30","intelligence":"21","wisdom":"22","charisma":"27","base_movement_units":"","base_movement_in_ft":"50","fly_movement_in_ft":"50","burrow_movement_in_ft":"","swim_movement_in_ft":"50","climb_movement_in_ft":"","senses":"[tooltip:If you have Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following: Darkness (You can see in normal and magical Darkness.), Invisibility (You see creatures and objects that have the Invisible condition.), Visual Illusions (Visual illusions appear transparent to you, and you automatically succeed on saving throws against them.), Transformations (You discern the true form of any creature or object you see that has been transformed by magic.), Ethereal Plane (You see into the Ethereal Plane.)]Truesight[\/tooltip] 120ft., Passive Perception 16","skills":"Insight +13, Persuasion +15","saving_throws":"STR +17, INT +12. WIS +13, CHA +15","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"Nonmagical Bludgeoning, Piercing, and Slashing","condition_immunities":"","spellcasting":"Innate Spellcasting. The empyrean\u2019s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:","cast_at_will":"[blocklink:1533012],\u00a0[blocklink:1531547],\u00a0[blocklink:1532824],\u00a0[blocklink:1532827]","cast_one_per_day":"[blocklink:1532994],\u00a0[blocklink:1533004],\u00a0[blocklink:1533508],\u00a0[blocklink:1533475],\u00a0[blocklink:1533483] (self only)","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Legendary Resistance[\/b] (3\/Day). If the empyrean fails a saving throw, it can choose to succeed instead.\r\n\r\n[b]Magic Resistance[\/b]. The empyrean has advantage on saving throws against spells and other magical effects.\r\n\r\n[b]Magic Weapons[\/b]. The empyrean\u2019s weapon attacks are magical.\r\n\r\n[b]Alignment[\/b]. The alignment of an Empyrean is chaotic good (75%) or neutral evil (25%).","actions":"[b]Maul[\/b]. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be [tooltip:While you have the Stunned condition, you experience the following effects: Incapacitated (You have the Incapacitated condition.), Saving Throws Affected (You automatically fail Strength and Dexterity saving throws.), Attacks Affected (Attack rolls against you have Advantage.)]stunned[\/tooltip] until the end of the empyrean\u2019s next turn.\r\n\r\n[b]Bolt[\/b]. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean\u2019s choice): acid, cold, fire, force, lightning, radiant, or thunder.","bonus_actions":"","reactions":"","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\u2019s turn. The empyrean regains spent legendary actions at the start of its turn.\r\n\r\n[b]Attack[\/b]. The empyrean makes one attack.\r\n\r\n[b]Bolster[\/b]. The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can\u2019t be [tooltip:While you have the Charmed condition, you experience the following effects: Can\u2019t Harm the Charmer (You can\u2019t attack the charmer or target the charmer with damaging abilities or magical effects.), Social Advantage (The charmer has Advantage on any ability check to interact with you socially.)]charmed[\/tooltip] or [tooltip:While you have the Frightened condition, you experience the following effects: Ability Checks and Attacks Affected (You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.), Can\u2019t Approach (You can\u2019t willingly move closer to the source of fear.)]frightened[\/tooltip], and they gain advantage on ability checks and saving throws until the end of the empyrean\u2019s next turn.\r\n\r\n[b]Trembling Strike[\/b] (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 [tooltip:While you have the Prone condition, you experience the following effects: Restricted Movement (Your only movement options are to crawl or to spend an amount of movement equal to half your Speed rounded down to right yourself and thereby end the condition. If your Speed is 0, you can\u2019t right yourself), Attacks Affected (You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.)]prone[\/tooltip].","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"6512115","source":"MM (p.130)","tags":"","templateId":"2991","blockId":"1538880","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"31402","isShared":"on"}