2020-3-19 - Bolt: The Empyrean will summon and throw a bolt of lightning at a target that can deal of the Empyrean's choice, acid, cold, fire, force, lightning, radiant, or thunder damage. This attack is incredibly ranged and the Empyrean tends to use it against spellcasters, specifically those that. The Empyrean shares a lot of conceptual and artistic space with the Deva, Planetar and other creatures featured in Monster Manual’s hunky-fireman calendar subsection. It doesn’t really inspire much in the way of excitement or interest in me, I.
Huge undead (titan), lawful evil
Armor Class 18 (natural armor)
Hit Points 792 (48d12 + 480)
Speed 10 ft., fly 80 ft. (hover)
Hit Points 792 (48d12 + 480)
Speed 10 ft., fly 80 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 15 (+2) | 30 (+10) | 24 (+7) | 22 (+6) | 28 (+9) |
Saving ThrowsWisdom +15
SkillsArcana +16, Deception +18, History +16, Insight +15, Intimidation +18, Perception +15, Persuasion +18, Religion +16
Damage Resistances cold, fire
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunitiescharmed, exhaustion, paralyzed, petrified, poisoned, stunned
Sensesblindsight 120 ft., darkvision 120 ft., truesight 120 ft., passive Perception 25
Languages Abyssal, Celestial, Infernal; telepathy 1,000 ft.
Challenge 30 (155,000 XP)
SkillsArcana +16, Deception +18, History +16, Insight +15, Intimidation +18, Perception +15, Persuasion +18, Religion +16
Damage Resistances cold, fire
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunitiescharmed, exhaustion, paralyzed, petrified, poisoned, stunned
Sensesblindsight 120 ft., darkvision 120 ft., truesight 120 ft., passive Perception 25
Languages Abyssal, Celestial, Infernal; telepathy 1,000 ft.
Challenge 30 (155,000 XP)
Alert. The atropal gains a +5 bonus to initiative rolls. The atropal can't be surprised while conscious, and other creatures don't gain advantage on attack rolls against it as a result of being unseen by it.
Immutable Form. The atropal is immune to any spell or effect that would alter its form.
Petville free. Innate Spellcasting. The atropal's innate spellcasting ability is Wisdom (save DC 22, +15 to hit with spell attacks). The atropal can cast the following spells, requiring no material components:
At will: arcane hand (as a 9th-level spell), cone of cold (as a 9th-level spell), dispel magic (as a 5th-level spell), greater invisibility, elemental bane (necrotic; as a 9th-level spell), nondetection (self only), plane shift, speak with dead, teleport
5/day: haste, mislead, weird
5/day: haste, mislead, weird
Legendary Resistance (3/Day). If the atropal fails a saving throw, it can choose to succeed instead.
Magic Resistance. The atropal has advantage on saving throws against spells and other magical effects.
Negative Energy Aura. Creatures within 30 feet of the atropal that aren't undead can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 10 (3d6) necrotic damage if it's not undead. Any humanoid that dies within this aura becomes a nightshade zombie under the atropal's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.
Additionally, undead within 30 feet of the atropal have advantage on saving throws against any effect that turns undead. When an undead starts its turn within this aura, including the atropal, it regains 20 hit points if it has at least 1 hit point and didn't take radiant damage since the start of its last turn.
Turn Immunity. The atropal is immune to effects that turn undead.
ACTIONS
Multiattack. The atropal uses its Withering Touch twice and its Death Ray once.
Withering Touch. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 35 (8d6 + 7) necrotic damage. The target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Death Ray. The atropal forces one creature within 120 feet of it that it can see to make a DC 22 Constitution saving throw. On a failed save, the target takes 88 (13d8 + 30) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. On a successful save, the target takes half as much damage, and its hit point maximum is not reduced. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack becomes a nightshade zombie under the atropal's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn.
Summon Nightcrawler (Recharge 6). The atropal summons a nightcrawler which materializes within 60 feet of it in an unoccupied space it can see. The nightcrawler obeys its summoner's commands and can't be controlled by any other creature. The nightcrawler vanishes when it drops to 0 hit points or when its summoner dies.
LEGENDARY ACTIONS
The atropal 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. The atropal regains spent legendary actions at the start of its turn.
Touch. The atropal uses its Withering Touch.
Death Ray (Costs 2 Actions). The atropal uses its Death Ray.
Wail (Costs 3 Actions). The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion. I will eat you steam.
Death Ray (Costs 2 Actions). The atropal uses its Death Ray.
Wail (Costs 3 Actions). The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion. I will eat you steam.