Kryx RPGThemesCreatures
Empyrean

Empyrean

Huge celestial (titan)
Challenge
23

STR
10
DEX
5
CON
10
INT
5
WIS
6
CHA
8

313
19d12+190
26
Soak
2
Fort
+17
Ref
+14
Will
+14
Defense note natural armor
Damage immunities bludgeoning, piercing, and slashing from attacks that have not been desecrated with the blood from a celestial or humanoid killed within the past 24 hours

Speed 10 m., fly 10 m., swim 10 m.
Skills Divinity +13 (24), Insight +13 (24), Perception +6 (17), Persuasion +15 (26)
Senses truesight 20 m.
Languages all

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.

Spellcasting. The empyrean uses Divinity (Cha) to cast spells (spell save DC 23, +15 to hit with spell attacks). It has 22 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: aquatic adaptation, pass without trace, restoration (augmented to greater restoration), water walk

1 mana: aid, heal

2 mana: blade barrier, commune, remove curse, restoration

3 mana: archon’s trumpet, dispel evil and good, plane shift (self only)

1/day each: earthquake, meteor swarm

Actions (2)

Maul. Melee Weapon Attack: +17 to hit, reach 2 m. Hit: 29 (3d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Fortitude saving throw or be stunned until the end of the empyrean’s next turn.

Warhammer. Melee Weapon Attack: +17 to hit, reach 2 m. Hit: 23 (3d8 + 10) bludgeoning damage, or 26 (3d10 + 10) bludgeoning damage if used with two hands. If the target is a creature, it must succeed on a DC 25 Fortitude saving throw or be stunned until the end of the empyrean’s next turn.

Bolt (1/turn). Ranged Spell Attack: +15 to hit, range 150 m. Hit: 24 (7d6) acid, cold, concussion, fire, force, lightning, or radiant damage.

Legendary Actions (3)

Only one legendary 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 nonhostile creatures within 20 meters 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 the end of the empyrean’s next turn.

Trembling Strike. The empyrean strikes the ground with its maul, triggering a tremor. All other creatures on the ground within 10 meters of the empyrean must succeed on a DC 25 Reflex saving throw or be knocked prone.

mm

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9