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Scions of the Gods

Habitat: Any; Treasure: Relics

Inheritors of divine might, empyreans are idealized, human-shaped beings of godly power. These beings might have relationships with their creators akin to those of parents and their children, royalty and their servants, inventors and their creations, or other bonds. Empyreans’ existences are fundamentally influenced by their patrons and their connection to the heavenly deities of the Upper Planes or the fiendish deities of the Lower Planes. Nevertheless, empyreans have free will.

Celestial empyreans are typically noble beings who quest to prove themselves worthy of their divine pedigree. Many work in the service of their parents or support those gods’ causes and champions.

Fiendish empyreans are usually dreadful, self-serving villains who seek to claim their parents’ power. Some forge unholy armies or rule over hidden realms in mockery of true gods, while others might seek to escape their accursed families.


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

Legendary Resistance (4/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.

Actions

Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.

Sacred Weapon. Melee Attack Roll: +17, reach 10 ft. Hit: 31 (6d6 + 10) Force damage, and the target has the Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.

Divine Ray. Ranged Attack Roll: +15, range 600 ft. Hit: 35 (6d8 + 8) Necrotic or Radiant damage (empyrean’s choice).

Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23):

At Will: Calm Emotions, Greater Restoration, Pass without Trace, Water Breathing
1/Day Each: Commune, Dispel Evil and Good, Plane Shift

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the empyrean can expend a use to take one of the following actions. The empyrean regains all expended uses at the start of each of its turns.

Bolster. The empyrean gains 10 Temporary Hit Points, and the empyrean and each ally within 30 feet of it gain Advantage on D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its next turn.

Shockwave of Glory. Constitution Saving Throw: DC 23, each creature in a 30-foot Emanation originating from the empyrean. Failure: 27 (6d8) Force damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The empyrean can’t take this action again until the start of its next turn.

Smite. The empyrean makes one Divine Ray attack.


Empyrean

Huge Celestial or Fiend (Titan), Neutral
  • Armor Class 22
  • Hit Points 346 (21d12 +210)
  • Speed 50 ft., Fly 50 ft. (hover), Swim 50 ft.
  • Initiative +19 (29)
STR
30 (10)
DEX
21 (5)
CON
30 (10)
INT
21 (5)
WIS
22 (6)
CHA
27 (8)
  • Saving Throws Str +17, Dex +5, Con +10, Int +5, Wis +13, Cha +8
  • Skills Insight 13, Perecption 13
  • Damage Resistance Bludgeoning, Piercing, Slashing
  • Damage Immunities Necrotic, Radiant
  • Senses Truesight 120 ft., passive Perception 23
  • Languages All
  • Challenge 23 (50,000 XP)
  • Habitat Any
  • Treasure Relics
  • Legendary Resistance (4/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.

Actions


  • Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
  • Sacred Weapon. Melee Weapon Attack: +17 to hit, reach 10 ft., One Target. Hit: (6d6 + 10 ) Force damage. The target has the Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
  • Divine Ray. Ranged Weapon Attack: +15 to hit, reach 600 ft., One Target. Hit: (6d8 + 8) Necrotic or Radiant (empyrean's choice) damage.
  • Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23): At Will: Calm Emotions, Greater Restoration, Pass without Trace, Water Breathing 1/Day Each: Commune, Dispel Evil and Good, Plane Shift

Legendary Actions


Empyrean 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. Empyrean regains spent legendary actions at the start of their turn.
  • Bolster.The empyrean gains 10 Temporary Hit Points, and the empyrean and each ally within 30 feet of it gain Advantage on D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its next turn.
  • Shockwave of Glory.*Constitution Saving Throw:* DC 23, each creature in a 30-foot Emanation originating from the empyrean. *Failure:* 27 (or [[6d8]] (6d8)) Force damage, and the target has the Prone condition. *Success:* Half damage only. *Failure or Success:* The empyrean can’t take this action again until the start of its next turn.
  • Smite.The empyrean makes one Divine Ray attack.
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