Empyrean

Monster Manual (2025) p. 113

Size
Huge
Type
varies (titan)
Alignment
neutral
AC
22
Initiative
19
Hit Points
346 (21d12+210)
Speed
walk 50 ft., fly 50 ft. (hover), swim 50 ft.
Saving Throws
Str +17, Wis +13
Skills
Insight +13, Perception +13
Resistances
bludgeoning, piercing, slashing
Immunities
necrotic, radiant
Senses
truesight 120 ft.
Passive Perception
23
Languages
all
Challenge
23
Lineage
Empyrean
Environment
any
STR
30
+10
DEX
21
+5
CON
30
+10
INT
21
+5
WIS
22
+6
CHA
27
+8

Traits

Proficiency Bonus

+7

Treasure

Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

Type

Choose: celestial, fiend.

Legendary Resistance (4/Day)

If the empyrean fails a saving throw, it can choose to succeed instead.

recharge

4/DAY

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 Actions (3/Turn)

The Empyrean can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Empyrean regains spent legendary actions at the start of its turn.

recharge

3/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 (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.

Spells

Calm Emotions [5.5e], Greater Restoration [5.5e], Pass without Trace [5.5e], Water Breathing [5.5e], Commune [5.5e], Dispel Evil and Good [5.5e], Plane Shift [5.5e]

Other data

description

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:

1d6The Empyrean Has Features That Are...
1Balanced, naturalistic, or suggestive of watching eyes.
2Colorful, shadowy, or fluid or that vary depending on the viewer.
3Comforting and gentle or that remind viewers of pleasant memories.
4Disconnected parts, visible thoughts, or errant shapes.
5Machinelike, stoic, symmetrical, or suggestive of judgment.
6Morbid, menacing, or monstrous or that embody the viewer's fears.

Empyrean: 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.