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What is?A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next.Rules.Be civil to one another - Unacceptable behavior includes name calling, taunting, baiting, flaming, etc. The intent is for everyone to act as civil adults.Respect the opinions of others - Each table is unique; just because someone plays differently to you it does not make them wrong. You don't have to agree with them, but you also don't have to argue or harass them about it.Do not suggest piracy - Any links/tools/documents/etc. Containing closed content from WotC or any third party (any non-SRD content) will be removed without explicit consent from the content owner. Do not suggest ways for such material to be obtained.Use clear, concise title names - Titles must be clear, concise, and not worded in a misleading fashion.Do not post memes - Memes should not be posted unless used to contribute to a preexisting discussion.Limit self-promotional links - Any self-promotional external links (such as blogs, storefronts, or Kickstarters) should be posted no more than once every 14 days, regardless of the website being linked to, whether in submissions or in comments on others' posts.
Affiliate links are not allowed.Homebrew must be tagged - Homebrew submissions should begin with the Homebrew tag or contain the Homebrew flair, and you may only post one new homebrew thread per day.No unrelated fundraising - No links to fundraising pages unless they're specifically related to D&D or roleplaying projects (such as Kickstarters or Indiegogo campaigns).No low-effort/OC/image posts outside megathreads - Image posts showing table set ups/minis/dice bags/character drawings/maps and other 'OC'-type material are to be limited to the weekly AutoModerator thread. Official sources, homebrew images, and new information/product photos are the exception.Useful Links.Feel free to add to the community resource folder and the resource list. Okay, let's say I'm your Empyrean, I've probably not heard of the party, as they're only level 11 and I'm an immortal divine being who has better things to be doing.Let's say I'm in the middle of doing whatever I'm doing and the party accost me, maybe they try to get in a surprise round. I've got 120ft fucking truesight, illusions, invisibility, shapechangers, ethereal plane, I've got that covered, and it's only natural stealthyness that'll get them close to me. My Passive perception is 16, so it's not impossible to get the drop on me. But unlikely as that will require 4 stealthy characters.
If they try to trick me.like a Druid wildshaped into something harmless, it's not going to work.Second, non-magical weapons? Immune, go home.Third, my challenge isn't really my CR, it's my followers, I am well within my right to have apostles. I'm a divine being, why do you think I've got a Bolster legendary action? My charisma is a +8 after all. The challenge is finding me when I'm alone, and keeping me that way.I can fly, 50ft per turn, so creatures are going to have to fly to fight me at all, otherwise I will fly around and cast down my 600ft range, 7d6 lightning bolts (or other element to bypass resistances). Most ranged attacks won't reach me.
Other than spells. So I'll kill the spellcasters first, including the spellsniper warlock with eldritch spear for 600ft blasts.The spells, which are the only things that can hit me? I have advantage on saves and if I fail, 3/day I can choose to succeed instead.Against your party of 4, I can cast Fire Storm from 150ft away, and then as they leave it, as my legendary actions, throw bolts at them from the sky, for a spell + 3 attacks or 4 attacks a round. Or how about an earthquake from 500ft away.I am immortal, I have lived enough time to be able to very experienced at battle, I have +5 intelligence which allows me to understand the enemy spellcasters are dangerous but my spells hit harder, and if I am about to die I can always be revived, or I can plane shift to live another day.It depends on your party composition, but I'd put big money on a well played Empyrean over a party of level 11's. Lets take an archetypal party of 4:.
Fighter - probably around 87hp. Cleric - probably around 75hp. Wizard - probably around 63hp.
Rogue - probably around 75hpEmpyrean - 313HPParty shows up, assuming they don't get to sneak in (see 's comments) combat startsprobably Rogue, Empyrean, Fighter, Wizard, ClericRogue goes up, deals some damage - assuming the empyrean is just standing there like a dolt.Rogue's turn ends, Empyrean takes a Legendary action - Maul. Probably going to hit. Even with a 20AC the Empyrean needs a 3 or so to hit.
31 damage if you take average. There goes nearly half the rogue's hit points.Empyrean's turn - Fire storm. Average 35 damage to all of the party. Rogue probably has evasion, takes 18 damage instead (49 so far to the rogue) - less if they can make the 23 save DC.
possibly with Bless or a Paladin around to help them out. Very difficult without.three rounds of Firestorm and the party is probably dead.One thing to remember, this guy is a brute. He can pick people up with his 30 strength, fly off with them and drop them into his firestorm (good by wizard if you forgot to prep Feather Fall!) You can also use the Shove option in the DMG for just punting them back into the fire.Fly away. Provoke Attacks if you need to, though probably not from the fighter (may have Sentinel).Alternatively if he just wants to flee he could use his Trembling Strike to knock the party prone, then flee - the players having disadvantage on the attack rolls.If you don't want him to flee, at least let him fly around out of melee, using his legendary actions to make his attacks, and using his turn to move around, disengage if needed.