

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. Only one legendary action 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. 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. 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 regains spent legendary actions at the start of its turn.īolster. 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. It can innately cast the following spells, requiring no material components: At-will: greater restoration, pass without trace, water breathing, water walk 1/day: commune, dispel evil and good, earthquake, fire storm, plane shift (self only) Legendary Resistance (3/Day). The empyrean's innate spellcasting ability is Charisma (spell save DC 23, to hit with spell attacks).

1/day: 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).
