Making a pact with the Raven Queen, she pleaded with the deity to cast her and her mortal lover’s souls far into the future to avoid the Sun Prince, who grew embittered and literally frosty. Once known as the Sun Prince, lord of the realm of summer and warmth, he tragically lost the love of his life who grew bored of the revelry of the fey and gave her heart to a mortal folk hero. Prince of Frost: In Dragon Magazine Issue #374, we learn that the Prince of Frost is an icy-blue eladrin with a cruel nature. A Dungeon Master may decide why a patron accepted the pact, but together, player and Dungeon Master should develop a backstory that lays out goals, motivations, events that led to the pact, and what plans a patron may have for a Warlock. When developing a Warlock, a player should consider what specifically drove them to making a pact with a patron. All of these scenarios require careful planning with a Dungeon Master and a basic understanding of their patron. A patron could interrupt an adventure with their own instructions a patron might have an overarching goal for the Warlock for the entire campaign a patron could be a complete mystery to the character and may be slowly revealed throughout the story. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.”Ī player and their Dungeon Master should decide together how much of an impact the Warlock’s patron will have on the character’s motivations and goals as well as the campaign as a whole. During battle, an empyreal often stays aloft where it can blast its foes with spells while staying out of melee range.From the class description, we know that Warlocks often make pacts with fiends, hags, and high-power monsters, but “more often, the arrangement is similar to that between a master and an apprentice. Against powerful foes, an empyreal uses its Necrotic Blast to catch as many foes as it can in the area of effect. Most often they serve as champions for their infernal liege, but they also serve as commanders of the legions of Hell.Įmpyreals that enter combat prefer to batter their opponents with a mixture of magic and direct physical attacks with their longswords. Fallen empyreals are usually found in the service to one of the many arch-devils that inhabit the Hells. They are fiery, quick-tempered, and cruel. ![]() Within the burning fires appears to be a winged humanoid-shaped creature dressed in jet black armor.įallen empyreals used to be knights and warriors in the service of good deities but have since been corrupted. This creature resembles a human-sized column of raging fire. All creatures in the area must make a DC 16 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much on a successful one. A fallen empyreal can unleash a blast of necrotic energy in a 30-foot radius centered on itself. Hit: 15 (2d8 + 6) slashing damage plus 18 (4d8) necrotic damage. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. The fallen empyreal makes three attacks with its flaming longsword The empyreal has advantage on saving throws against spells and other magical effects. 1/day each: circle of death, create undead.3/day each: blade barrier, flame strike, scorching ray.5/day each: bestow curse, inflict wounds.At will: detect evil and good, darkness, dispel magic, fear, invisibility, plane shift.The empyreal can innately cast the following spells, requiring only verbal components: The empyreal’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). When the empyreal hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the attack). The empyreal’s weapon attacks are magical. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The first time a creature enters or starts its turn in the area it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. While active, all creatures within 30 feet of it suffer 10 (3d6) necrotic damage at the beginning of each of the fallen empyreal’s turns. The fallen empyreal can activate or deactivate this feature as a bonus action. ![]() ![]() Senses darkvision 60 ft., blindsight 30 ft., passive Perception 18 Skills Insight +8, Intimidation +9, Perception +8ĭamage Resistances lightning, fire bludgeoning, piercing, slashing from nonmagical weapons.Ĭondition Immunities charmed, exhaustion, frightened, poisoned Saving Throws Dexterity +8, Constitution +9 5e SRD > Creatures > Angel, Fallen Empyreal
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