EMPYREAN – 5e stats

Huge celestial (titan), chaotic good (75 %) or neutral evil (25 %)

Armor Class 22 (natural armor)
Hit Points 313 (19d12 + 190)
Speed 50 ft., fly 50 ft., swim 50 ft.

Proficiency Bonus +7
Proficiency Bonus +8 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
30 (+10)21 (+5)30 (+10)21 (+5)22 (+6)27 (+8)

Saving Throws Str +17, Int +12, Wis +13, Cha +15
Skills Insight +13, Persuasion +15
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception 16
Languages all
Challenge 23 (50000 XP)

Innate Spellcasting. The empyrean’s 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:

Legendary Resistance (3/Day). If the empyrean fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. The empyrean’s weapon attacks are magical.

ACTIONS

  • Multiattack (suggested). The empyrean makes two attacks with its maul.
  • Maul. 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 stunned until the end of the empyrean’s next turn.
  • Maul (suggested). Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Constitution saving throw or be stunned until the end of the empyrean’s next turn.
  • Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean’s ·choice): acid, cold, fire, force, lightning, radiant, or thunder.

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’s turn. The empyrean regains spent legendary actions at the start of its turn.

  • Attack. The empyrean makes one attack.
  • Bolster. The empyrean bolsters all non hostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until th e end of the empyrean’s next turn.
  • Trembling Strike (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 prone.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

Empyreans are the celestial children of the gods of the Upper Planes. They are universally beautiful, statuesque, and self-assured. They have a human-like appearance, but with flawless features and radiant skin. They are usually adorned with fine clothing and jewelry, and wield powerful weapons forged by their divine parents. Empyreans are immortal beings who never age or fall ill. They can speak and understand all languages, and have a keen insight into the hearts and minds of others. Empyreans are creatures of strong emotions, and their moods can affect the environment around them. When they are happy, the sun shines brighter, the birds sing louder, and the flowers bloom more vividly. When they are angry, the sky darkens, the wind howls, and the earth trembles. When they are sad, the rain falls, the plants wither, and the animals grow silent.

COMBAT

Empyreans are fearless warriors who do not hesitate to engage in battle, even when outnumbered or outmatched. They have immense physical strength and agility, and can unleash devastating attacks with their weapons or their fists. They can also hurl bolts of pure energy that can strike down multiple foes at once. Empyreans have a natural resistance to magic, and can cast a number of spells innately, such as commune, dispel evil and good, earthquake, fire storm, greater restoration, plane shift, and water walk. Empyreans can also empower their allies with their presence, granting them enhanced abilities and protection from harm. Empyreans are very resilient and can heal themselves quickly. If they are slain in combat, they are usually resurrected by their divine parents in their home plane.

HABITAT / SOCIETY

Empyreans live in the Upper Planes, where they enjoy the company of their celestial kin and serve their divine parents. They often visit other planes as well, either on missions from their gods or out of curiosity and wanderlust. Empyreans are usually benevolent and compassionate beings who seek to uphold justice and goodness in the multiverse. However, some empyreans may become corrupted by evil influences or suffer a curse from a wicked deity. These fallen empyreans turn to evil and must flee from their home plane to avoid the wrath of their former allies. They may seek refuge in the Material Plane or other realms where they can pursue their dark ambitions.

ECOLOGY

Empyreans are not natural creatures, but rather manifestations of divine power. They do not need to eat, drink, or sleep, but they may do so for pleasure or to blend in with other races. Empyreans do not reproduce in the conventional sense, but rather are created by the will of their gods. Empyreans have a profound impact on the ecology of their surroundings, as their emotions can alter the weather and the flora and fauna. Empyreans may also shape the landscape to suit their preferences or needs, creating magnificent structures or natural wonders with their magic.

Empyrean is employed as material component to empower the following spells: