Celestial Weapons. Torsunal’s weapon attacks are magical. When Torsunal hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Deadly Critical. Torsunal scores a critical hit on a roll of 18, 19, or 20 and rolls the damage dice three times instead of twice.
Innate Spellcasting. Torsunal's spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:
At will: counterspell, shield, dispel magic, spirit guardians, lightning bolt, fireball
3/day each: telekinesis, finger of death, blade barrier, divine word, bestow curse
1/day each: disintegrate, psychic scream, feeblemind, power word kill
Legendary Resistance (5/Day). If Torsunal fails a saving throw, she can choose to succeed instead.
Magic Resistance. Torsunal takes half damage from spell attacks and has advantage on saving throws against spells and other magical effects.
Master of Magic. Torsunal has advantage on Constitution saving throws to maintain concentration.
Reflective Armor. Any time Torsunal is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 2 to 5, Torsunal is unaffected. On a 1, Torsunal is unaffected, and the effect is reflected back at the caster as though it originated from Torsunal, turning the caster into the target. On a 6, the attack lands.
Regeneration. If Torsunal has at least 1 hit point, he regains 30 hit points at the start of his turn.
Multiattack. Torsunal uses either his Imposing Presence or Shadowfell's Bane and can then makes five attacks: three with his Longsword and two with his Bolt.
Longsword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage and 27 (6d8) necrotic damage
Bolt. Ranged Spell Attack: +17 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (Torsunal’s choice): force, necrotic, psychic, radiant, or thunder.
Shadowfell’s Bane (Recharge 5–6). Ranged Spell Attack: +17 to hit, range 60 ft., one creature. Hit: 52 (15d6) radiant damage and 52 (15d6) necrotic damage. The target must succeed on a DC 25 Constitution saving throw or be petrified for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Imposing Presence. Each creature of Torsunal’s choice that is within 120 feet of Torsunal and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Torsunal’s Frightful Presence for the next 24 hours.
Torsunal 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. Torsunal makes one attack with his Longsword.
Light Speed. Torsunal magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Immediately after he reappears, a deafening boom sounds, and each creature within 15 feet of the space Torsunal now occupies must make a Constitution saving throw, taking (3d10) radiant damage and be deafened on a failed save, or half as much damage and not be deafened on a successful one. The boom can be heard from up to 300 feet away.
Trembling Strike (Costs 2 Actions). Torsunal strikes the ground with his maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 26 Strength saving throw or be knocked prone.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Torsunal can take a lair action to cause one of the following magical effects; Torsunal can’t use the same effect two rounds in a row:
- Torsunal’s voice booms throughout the lair. His utterance causes one creature of his choice that he can see to be subjected to power word kill.
- Torsunal calls forth the spirits of the Shadowfell. These apparitions materialize and attack one creature that Torsunal can see within 60 feet of it. The target must succeed on a DC 26 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
- Torsunal causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 26 Strength saving throw or be restrained until the arms disappear or until Torsunal releases their grasp (no action required).
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