The Emperor
- Hit points · HP
- 140
- Armour class · AC
- 18
- Level
- 12
- Strength
- 12+1
- Dexterity
- 14+2
- Constitution
- 15+2
- Intelligence
- 21+5
- Wisdom
- 17+3
- Charisma
- 19+4
Attacks and skills 16
Chain Lightning
Level 6 spell
Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m.
18m
Dexterity saving throw
Action
Possible damage types
Lightning
Levitate
Float effortlessly to a destination.
18m
Movement Speed 4
Mind Flayer Domination
Level 4 spell
18m
Intelligence saving throw
Action
concentration
Evard's Black Tentacles
Level 4 spell
Tentacles sprout from the ground, turning the area into
Difficult Terrain, attacking and
Smothering creatures within.
18m
Action
concentration
Counterspell
Level 3 spell
Try to stop a spell being cast.
18m
Action
Sleep
Level 1 spell
Put creatures into a magical slumber. Select targets up to a combined 64.
18m
Action
Slow
Level 3 spell
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
18m
Wisdom saving throw
Action
concentration
Extract Brain
Try to extract the brain of a Stunned or Unconscious creature.
1.5m
Action
Possible damage types
Piercing
Potent Concentrated Blast
Blast a creature with sapping psychic energy. If the target was
concentrating on a spell, you heal equal to the damage dealt.
concentrating on a spell, you heal equal to the damage dealt.
9m
Action
Possible damage types
Psychic
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Shield of Thralls
Conjure a volatile shield around yourself or an ally, granting the target 10.
9m
Action
Tentacle Whip
Lash out with your tentacles and possibly
Stun your target.
1.5m
Action
Possible damage types
Psychic
Topple
Swipe at a creature to knock it
Prone.
Action
Possible damage types
Bludgeoning
Telekinesis
Level 5 spell
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a
spell slot.
spell slot.
18m
Action
concentration
Possible damage types
Bludgeoning
Mind Blast
Spew forth a conical wave of psychic energy and possibly
Stun targets within.
Intelligence saving throw
Action
Possible damage types
Psychic
Mind Blast
Spew forth a conical wave of psychic energy and possibly
Stun targets within.
Intelligence saving throw
Action
Possible damage types
Psychic
Traits 5
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Arcane Enchantment
You gain a +1 bonus to Spell Save DC and spell
attack rolls.
attack rolls.Imperial Retaliation
When the wielder succeeds a
Saving Throw, the foe that caused the throw needs to make an Intelligence Saving Throw or be
Stunned for 1 turn.
Saving Throw, the foe that caused the throw needs to make an Intelligence Saving Throw or be Magic Resistance
Has
Advantage on
Saving Throws against spells and other magical effects.
Advantage on
Saving Throws against spells and other magical effects.Darkness Rules
No game description available.
Initial conditions and difficulty effects 1
Astral Gravity
Gravity on the Astral Plane is different than on Faerûn.
The affected entity is
Immune to Falling damage and its
Jump distance is tripled.
The affected entity is
Immune to Falling damage and its Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.