Huge Celestial (Titan), Any Alignment
Armor Class 18 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 50 ft., fly 50 ft., swim 50 ft.
STR
26 (+8)
DEX
16 (+3)
CON
24 (+7)
INT
18 (+4)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +13, INT +9, WIS +10, CHA +10
Skills Deception +10, Insight +10, Intimidation +10, Perception +10, Persuasion +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 20
Languages All
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Divine Being. The empyrean can't be surprised and can't be changed into another form against its will.

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.

Rejuvenation. If the empyrean dies, its soul returns to its home plane, where one of the empyrean's parents may resurrect the empyrean if the parent wishes to do so. If resurrected this way, the empyrean gains a new body in a safe location in its home plane and becomes active again in 1d20 days.

Actions

Multiattack. The empyrean makes two Sacred Weapon or Divine Bolt attacks in any combination.

Sacred Weapon. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning, piercing or slashing damage (empyrean's choice).

Divine Bolt. Ranged Spell Attack: +10 to hit, range 300 ft., one target. Hit: 21 (6d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.

Radiant Burst (Recharge 5-6). The empyrean creates a magical burst of radiance centered on a point the empyrean can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) radiant damage and is blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage and isn't blinded.

Bonus Actions

Change Shape. The empyrean magically transforms into any Humanoid or Beast, while retaining its game statistics (other than its size). This transformation ends if the empyrean is reduced to 0 hit points or if it uses a bonus action to end it.

Legendary Actions

The empyrean can take 3 legendary actions, 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. The empyrean regains spent legendary actions at the start of its turn.

Bolster. The empyrean bolsters all nonhostile creatures within 60 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened.

Move. The empyrean moves up to its speed.

Attack (Costs 2 Actions). The empyrean makes one Sacred Weapon or Bolt attack.

Trembling Strike (Costs 2 Actions). The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 30 feet of the empyrean must succeed on a DC 21 Strength saving throw or be knocked prone.

Description

Empyreans are the celestial children of the gods of the Upper Planes. They are universally beautiful, statuesque, and self-assured.

Manifest Emotion.

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.

Evil Empyreans.

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't 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.

Immortal Titans.

Empyreans don't 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's door. When an empyrean dies, its spirit returns to its home plane. There, one of the fallen empyrean's parents resurrects the empyrean unless he or she has a good reason not to.

Young Empyrean.

While empyreans don't age physically like mortals, like all godly beings, empyreans become more powerful and wise the longer they exist. Experience grants greater control and understanding of an empyrean’s divine nature, and can therefore harness its powers to great ability. Younger and more inexperienced empyreans are unable to control and harness their divine abilities to their full extent, something which often makes them dangerous to be around for mortals, as an empyrean's powers are devastating if not controlled. Young empyreans are prone to unpredictable and drastic mood swings that can cause great damage to everything around it, often being occurrences of great tragedy and destruction. Because of their lack of control an experience, an empyrean might be seen by its greater peers as “young".

Ascension to Maturity.

The transition from what is seen in divine culture as maturity for an empyrean is more based around the mastery of their powers and the knowledge and wisdom they possess rather than age alone. Experience often leads to empyreans being able to achieve “maturity.” Often empyreans are regarded as mature by their peers after some centuries, though some might spend way longer than that, with a rare few having been unable to ascend even after a millennia. These empyreans grow spiteful, envious, and desperate, becoming obsessed with the task to achieve adulthood and to escape from their shame and disgrace, though their reason for being unable to ascend is often because of some sort of mental or emotional flaw that they are unable to overcome.

Previous Versions

Name Date Modified Views Adds Version Actions
12/5/2023 12:19:06 PM
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Monster Tags: Titan

DragOOn1888

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