A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time. Only the sphinx is immediately aware of the time change. The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx’s choice).A greater restoration spell can restore a creature’s age to normal. The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx’s choice), but never any younger than 1 year old.The flow of time is altered such that every creature in the lair must reroll initiative.On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects the sphinx can’t use an effect again until it finishes a short or long rest: On a successful save, the creature takes half as much damage and isn't knocked prone.Ī sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. Each creature makes a DC 18 Constitution saving throw. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.įirst Roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.Monstrous Compendium Vol 3: Minecraft Creatures The empyrean strikes the ground with its maul, triggering an earth tremor. 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. The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. The empyrean regains spent legendary actions at the start of its turn.īolster. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The empyrean can take 3 legendary actions, choosing from the options below. Hit: 7d6 damage of one of the following types (empyrean’s choice): acid, cold, fire, force, lightning, radiant, or thunder. Ranged Spell Attack: +15 to hit, range 600 feet, one target. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean’s next turn.īolt. Melee Weapon Attack: +17 to hit, reach 10 feet, one target. The empyrean’s weapon attacks are magical. The empyrean has advantage on saving throws against spells and other magical effects. If the empyrean fails a saving throw, it can choose to succeed instead. 1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only).At will: greater restoration, pass without trace, water breathing, water walk.It can innately cast the following spells, requiring no material components: The empyrean’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). There, one of the fallen empyrean’s parents resurrects the empyrean unless he or she has a good reason not to. When an empyrean dies, its spirit returns to its home plane. Because few empyreans can imagine their own demise, they fight fearlessly when drawn into battle, refusing to believe that the end is upon them even when standing at death’s door. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its footsteps, and birds fill the sky with their pleasing songs.Įmpyreans don’t age but can be slain. When an empyrean is unhappy, the clouds might cry tears of salt water, the wildflowers in surrounding meadows might wilt, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. It can affect the environment around it by its mood. They are universally beautiful, statuesque, and self-assured.Īn empyrean can experience deity-like fits of serenity or rage. Empyreans are the celestial children of the gods of the Upper Planes.
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