Chained Spirit. The Divine Essence of the Empyrean is held in place by specially enchanted chains, and the Empyrean is unable to truly die. When the Empyrean is reduced to 0 hit points, it instead enters a catatonic state for 1d4 Days, after which it gains 50 hit points on each sunrise.
Legendary Resistance 3/day. If the Chained Empyrean fails a saving throw, it may choose to succeed instead
Arcane Grounding: On taking damage from a spell 3rd level or higher, the earth shakes from the latent power of the Chained Empyrean's binding enchantments. All creatures within 60ft must make a DC14 Dexterity saving throw or be knocked prone
Innate Spellcasting. The Chained Empyrean can innately cast the following spells without using material components at their base level. Its spellcasting ability is Charisma (spell save DC 20, +10 to hit with spell attacks). The Chained Empyrean has following spells prepared:
At Will: Spiritual Weapon [Maul, 3rd Level, (3d8+10)],
4/Day: Dispel Magic, Geas
3/day: Banishment, Dawn
2/Day: Earthquake, Fire Storm
The Chained Empyrean may make 2 Psychic Lash attacks, and 1 Bite or Blow attack.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 39 (5D8 + 19) piercing damage. Upon being hit, the defender must succeed on an opposed Strength check or be grappled. The Chained Empyrean can't make any other Bite or Blow attacks while it is grappling a creature.
Blow. Ranged Weapon Attack: +12 to hit, range 15/30 ft. 1 target. Hit: (5d4) bludgeoning damage. On being hit, the target must succeed on a DC 14 Strength save or be pushed 20ft backwards.
Psychic Lash. Ranged Weapon Attack: +12 to hit, range 300 ft., 1 target. Hit: 18 [3d6] Psychic + [3d6] Radiant damage.
Overwhelming Presence: The Chained Empyrean screams in rage and despair. Every creature within line of sight of the Chained Empyrean must make a DC 15 Wisdom saving throw or be frightened of the Chained Empyrean, gaining Disadvantage on all saves and attacks when within line of sight of the Chained Empyrean, and unable to willing move closer to it. Creatures that succesfully save against this effect are immune to it
The Chained Empyrean can take 4 legendary actions each round of combat, 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.
Psychic Lash (Costs 1 Action). The Chained Empyrean may make 1 Psychic Lash against a creature within range
Telekinetic Throw (Costs 2 Actions). The Chained Empyrean focuses its attention on a creature within 30ft, forcing the target to make a DC 15 Charisma saving throw or be thrown 30ft backwards by a wave of psychic energy and take 5d4 Psychic Damage
Sunburst (Costs 4 Actions). The Chained Empyrean may cast the spell Sunburst at 8th Level
Description
You aren't sure what had the power to chain a demi-god, outside of an army of mages, or the Gods themselves. You are, however, very sure that it is angry and has lost all reason. This huge Empyrean may be chained from head to toe, but its a long way from harmless.
A Chained Empyrean is unable to plane shift, and unable to die. Without any outside intervention, a Chained Empyrean could remain imprisoned for all eternity, never again seeing the beauty of the upper planes. It would be enough to drive anything mad.
It takes Magical or Divine rituals of incredible power to chain an Empyrean. Some Empyreans have been chained as punishment after being corrupted, others as retribution against their divine lineage. If there is a key to unlock their chains, it is well-hidden and difficult to obtain
Lair and Lair Actions
When an Empyrean is chained, its divine spirit is anchored to the material plane, corrupting the surrounding landscape. A Chained Empyrean's lair is its prison, and they are often imprisoned where they wouldn't be found easily: the deepest caves, the peaks of mountains, the forgotten corners of the world.
Lair Actions
On initiative count 20 (losing initiative ties), the Empyrean may take a lair action to cause one of the following effects based on its current, mercurial mood.
- Joy: A Strong Wind swirls around the Chained Empyrean, Ranged attacks are made at disadvantage and all flying becomes impossible.
- Rage: The Ground buckles, and the ground within 120 feet of the Chained Empyrean is now difficult terrain.
- Grief: It begins to rain in a downpour, reduce visibility to 10ft and all creatures gain resistance to fire damage and all open flames are extinguished
- Madness: The air twists, and the enchantments holding the Empyrean in place warp reality. All creatures are transported 30ft in a random direction
Regional Effects
The region containing a Chained Empyrean lair is twisted by madness, causing corruption, unpredictable weather, and sleepless nights
- Weather changes unpredictably within 6 miles of the Chained Empyrean's Prison
- Plants and Animals that grow within 6 miles of the Chained Empyrean become twisted and corrupted.
- When a creature concludes a long rest within 6 miles of a Chained Empyrean they must make a DC10 Wisdom Saving Throw, and on a failure do not recover any hit dice. This saving throw's DC increases by 1 with every successive check.
If the Chained Empyrean dies or is freed these effects fade over the course of 1d3 days.
Comments