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 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). Senses: truesight 120 ft., passive Perception 16 Saving Throws: Str +17, Int +12, Wis +13, Cha +15ĭamage Immunities: bludgeoning, piercing, slashing from nonmagical attacks Huge celestial (titan), chaotic good (75%) or neutral evil (25%)
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