![]() ![]() (works only with creatures that understand Abyssal) Senses darkvision 60 ft., passive Perception 9 The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. The balor makes two attacks: one with its longsword and one with its whip. The balor has advantage on saving throws against spells and other magical effects. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons.įire Aura. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. Senses truesight 120 ft., passive Perception 13ĭeath Throes. If there are just one or two, it Dodges because it retreats three or more, it Disengages.Saving Throws Str +14, Con +12, Wis +9, Cha +12ĭamage Resistances cold, lightning bludgeoning, piercing, and slashing from nonmagical attacks Whether the empyrean chooses Disengage or Dodge depends on the number of enemies engaged in melee with it. this may always be an empyrean’s default choice because it makes up for its otherwise lackluster action economy (unlike most boss monsters, empyreans haven’t any Multiattack).īolster only applies when the empyrean has allies fighting alongside it, and if that’s the case, heaven helps your PCs, because the empyrean is plenty badass all by itself. One, Attack, lets them take a further maul or Bolt attack. The empyrean’s other spells are largely irrelevant it’ll cast dispel evil and good as long as a PC has summoned one or more celestials, fiends, or undead creatures that the empyrean can’t dispatch with a Bolt or by smacking it with its maul or just ignore.Įmpyreans can take up to 3 legendary actions per round, at the top of other creatures’ turns. because of its Intelligence of 21, it knows, automatically, exactly which sort of injury will harm its targets the foremost. Its ranged Bolt attack, while potent, isn’t as damaging as its melee attack, and it’ll use this attack-which has the ridiculous range of 600 feet-only to strike at a distance against opponents whom it can’t yet engage in melee with. Generally, then, the empyrean will favor the direct approach to handling its enemies: charge, bash, repeat. It’s not afraid to combine it up with you-even if it should be, you being a master of the planet and everyone. It also has a plus in saving throws against magic. It’s immune-not resistant, immune-to physical damage from nonmagical weapons, and its own weapon attacks are inherently magical. one hit from its maul can potentially kill a PC with up to 23 hp instantly. (If a 20-foot-tall god-child can’t make Posleslavny great again, who can, am I right?)Įvery one of an empyrean’s abilities is extraordinary, but with beyond-extraordinary Strength and Constitution of 30, it’s a brute to rule all brutes. These depraved empyreans find yourself exiled to the fabric plane, where they take over kingdoms as a hobby. But sometimes they are going on a respite bender in Tartarus or something (excuse me-Carceri), and they’re not an equivalent once they come. Most of them are chaotic good, residing on the plane of Arvandor, Arboria, or Olympus, counting on how old-school you wish your cosmology. Boss monsters on par with the foremost ancient dragons. If your PCs are coming face-to-face with an empyrean, they’d better either be masters of the planet already or have excellent insurance coverage. And at levels 17 through 20, they’re “masters of the planet,” those who finish up as protagonists in books by R.A. At levels 11 through 16, they’re “masters of the realm,” on whose deeds Fates of kingdoms turn. At levels 5 through 10, they’re “heroes of the realm,” regionally renowned. From level 1 to level 4, PCs are “local heroes,” saving one village at a time. The fifth-edition Dungeon Master’s Guide describes four tiers of play, supported a player character level. ![]()
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