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Scions of the Gods

Habitat: Any; Treasure: Relics

Empyrean iotas are the thoughts, memories, or indirect attentions of deities personified and given a measure of autonomy. Resembling floating glyphs, motes of color, icons of divinity, or stranger shapes, these beings are messengers of the gods and aides to those gods’ servants. Iotas have their own knowledge and personalities, though they might know little more than the realms and wishes of their creators.


Empyrean

Empyreans are the spawn of deities. While not gods themselves, they possess divine influence and powers related to their divine parents. Some empyreans are near-demigods with fantastic might and the power to reshape mortal lives. Others are little more than divine thoughts or moments of immortal attention made manifest. Whether empyreans are idealized beings or vestiges of divinity, their appearances are influenced by their creators. Roll on or choose a result from the Empyrean Influences table to inspire what aspects of an empyrean’s heritage manifest in its physical form.

Empyrean Influences
1d6   The Empyrean Has Features That Are …
1 Balanced, naturalistic, or suggestive of watching eyes.
2 Colorful, shadowy, or fluid or that vary depending on the viewer.
3 Comforting and gentle or that remind viewers of pleasant memories.
4 Disconnected parts, visible thoughts, or errant shapes.
5 Machinelike, stoic, symmetrical, or suggestive of judgment.
6 Morbid, menacing, or monstrous or that embody the viewer’s fears.

One day I might be the god of storms—mind countless followers, answer prayers, change whole worlds—but, until then, I do what I please.

—Kopoha, scion of storms

Traits

Incorporeal Movement. The empyrean can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

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

Actions

Otherworldly Strike. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30 ft. Hit: 7 (1d8 + 3) Necrotic or Radiant damage (empyrean’s choice).

Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability:

1/Day Each: BlessLesser Restoration (as an action)

Bonus Actions

Healing Word (1/Day). The empyrean casts Healing Word, using the same spellcasting ability as Spellcasting.


Empyrean Iota

Medium Celestial or Fiend (Titan), Neutral
  • Armor Class 13
  • Hit Points 22 (5d8)
  • Speed 5 ft., Fly 30 ft. (hover)
  • Initiative +2 (12)
STR
1 (-5)
DEX
14 (2)
CON
10 (0)
INT
15 (2)
WIS
16 (3)
CHA
16 (3)
  • Saving Throws Str -5, Dex +2, Con +0, Int +2, Wis +3, Cha +3
  • Skills History 4, Insight 5, Perception 5
  • Damage Resistance Bludgeoning, Piercing, Slashing
  • Condition Immunities Prone
  • Senses Truesight 30 ft., passive Perception 15
  • Languages All
  • Challenge 1 (200 XP)
  • Habitat Any
  • Treasure Relics
  • Incorporeal Movement. The empyrean can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (or [[1d10]] (1d10)) Force damage if it ends its turn inside an object.
  • Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical effects.

Actions


  • Otherworldly Strike (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: (1d8 + 3) Necrotic or Radiant damage (empyrean’s choice) damage.
  • Otherworldly Strike (Ranged). Ranged Weapon Attack: +5 to hit, reach 30 ft., One Target. Hit: (1d8 + 3) Necrotic or Radiant damage (empyrean’s choice) damage.
  • Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability: 1/Day Each: Bless, Lesser Restoration (as an action)

Bonus Actions


  • Healing Word (1/Day). The empyrean casts *Healing Word*, using the same spellcasting ability as Spellcasting.
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