![]() 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.
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