![]() ![]() That really isn't a lot, and it doesn't help that his big moves are all counter-spellable. EMPYREAN 5E PCAnybody with proficiency in CON saves is probably going to have at least a +8 by then which means they only get stunned 1/3rd of the time, which equates to about one PC per round. The stun is also probably not as bad as it seems since the DC is only 15 and he doesn't even have multi-attack. You can't really take advantage of it's flight since it needs to stay in range of things in order to smack them, so in a lot of ways it is a tanky ball of beef that needs some allies to provide some real threat. So I haven't run one, or even run with tier 4 players, but it seems to me like the Empyrean mostly is just hard to kill, with high HP/AC, and has a couple big burst spells before it's only option is to smack things for pitiful amounts of damage at that level, but with a convenient stun. I just don't know how fun that would be and was wondering if anyone had run these specific creatures before. With Firestorm, Earthquake, and a 10ft Reach I can pen them in and tactically move so there are always at least 2 people stun locked every round. The question is more along the lines of 'can I lock them down and make them work hard for the win while still having a diverse combat style'. I think it wouldn't be too difficult to cause significant pressure/hurt on the party with him alone considering the main attack is a stun on hit and has a +17 to hit, along with the ability to do that 3 more times a round as a Legendary Action if they are within 10ft. I'm questioning more end-game here where the campaign can wrap with a measure of closure because of course they can't kill the god inciting the conflict but they CAN kill that god's agent on the material plane. Mid to late game will definitely see him escaping from them after they fail to slog through his minions in time. I had planned on something like that happening earlier and this specific instance being the "final stand" because they know where the creature will be or some other such situation in which my smart PCs figure out a way to get the Empyrean alone or in a situation where retreat isn't really a possibility. So that would work perfectly with the ability to bolster his minions and with Planar Shift (self only) it is an easy way for a retreat to happen. Should I homebrew the shit out of it with new and/or altered abilities to make it more uniquely tied to angels/demons? (I already plan to homebrew a low hp 'final stage' unique to its parent deity that it serves) ![]() What unique ways have you implemented them in or out of combat to make them compelling in a pivotal confrontation? Is the RAW Empyrean a significant challenge to ~5 lvl 17+ heroes with an array of magic items? They have 2 good combat spells but only 1 use each per day and then are left with a maul, energy bolts, and the ability to bolster minions.Īm I missing some obvious way to utilize this creature with more diversity? I think there's a lot of cool potential having them whack/stun a PC then leap into the air and launch an energy bolt (LA) before slamming down again for a Trembling Strike (LA) or some variation of that within the action economy, but I worry that without additional creatures it may not be as eventful as one could wish in a campaign ending conflict. I am a bit worried that they lack tactical diversity without having them rely on minions/acolytes. One of my mid-late game themes would work well to end with an evil aligned Empyrean and I am wondering if anyone has run them with high level parties and can offer some insight. First post so apologies as I learn and please let me know if I've left out common information :) ![]()
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