AC 21 (breastplate)
HP 656 (32d20 + 320; bloodied 328)
Speed 60 ft., fly 60 ft.
Proficiency +7; Maneuver DC 25
Saving Throws Str +17, Con +17, Int +13, Wis +14, Cha +15
Damage Immunities radiant; damage from nonmagical weapons
Senses truesight 120 ft., passive Perception 17
Languages Celestial, Common, six more
Divine Grace. If Aklea makes a against an effect that deals half damage on a success, she takes no damage on a success and half damage on a failure. Furthermore, while wearing , the Aklea adds her full Dexterity bonus to its Armor Class (already included).
Innate Spellcasting. Aklea’s innate spellcasting ability is Charisma (spell save DC 23). She can innately cast the following spells, requiring no material components:
At will: , ,
3/day: , ,
1/day: , , , (self only, can’t travel to or from the Material Plane)
Magic Resistance. Aklea has advantage on against spells and other magical effects.
Regeneration. Aklea regains 10 hit points at the beginning of its turn as long as she has at least 1 hit point.
Immortal Nature. A titan doesn’t require air, sustenance, or sleep.
Blind Rage. While , Aklea can take 3 legendary actions instead of 1. While and in line of sight of other creatures, she must use each of her actions and legendary actions to either make a weapon attack against a creature she can see within range or fly towards the closest creature she can see.
Elite Recovery. At the end of her turn, Aklea ends one negative effect currently affecting her. She can do so as long as she has at least 1 hit point, even while or .
Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage, and the target makes a DC 25 Strength . On a failure, the target is pushed up to 30 feet away and knocked .
Lightning Bolt (3rd-Level; V, S). A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity , taking 28 (8d6) lightning damage on a failure or half damage on a success.
Flame Strike (5th-Level; V, S). A column of divine flame fills a 10-foot-radius, 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 23 Dexterity , taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
Hold Monster (5th-Level; V, S, Concentration). One creature Aklea can see within 60 feet makes a DC 23 Wisdom . On a failure, the target is for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
Immortal Form. Aklea magically changes its size between Gargantuan and Medium. While Medium, Aklea has on Strength checks. Its statistics are otherwise unchanged.
Aklea can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.
Attack. Aklea makes a weapon attack.
Cast Spell. Aklea casts a spell. Aklea can’t use this option if it has cast a spell since the start of its last turn.
Fly. Aklea flies up to half its fly speed.
Shout (Recharge 5–6). Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution . On a failure, a creature takes 24 (7d6) thunder damage and is until the end of Aklea’s next turn. On a success, a creature takes half damage.
The empyrean flies at least 50 feet in the air, raining and on land-bound foes. It attacks flying enemies with its maul. It uses Shout whenever it can and then attacks creatures with its maul. If not on the Material Plane, it uses when reduced to 100 hit points or fewer.
Legends and Lore
With an Arcana or History check, characters can learn the following:
DC 10 Titans are semi-divine creatures from the dawn of time.
DC 15 The literal children of gods, empyrean titans are mighty warriors and powerful spellcasters. Their wounds heal with supernatural speed.
DC 20 Eons ago, King Fomorian and his many degenerate children were banished to the Dreaming. Each fomorian has a bulging eye that is both the source of their magic and their greatest vulnerability.
Wild berserkers revere Aklea, a mighty daughter of a war god. In a battle against rival titans, Aklea sought to protect a group of mortals but unwittingly slew her charges while in one of her blind and unstoppable battle rages.
Aklea is said to wander the stars, slaying dangerous monsters and trying to atone for the harm she once caused. She searches for the peace and self-control that has eluded her for so long.
Material Plane Empyrean Behavior
1 Sitting on a throne, staring at beautifully gilded prison walls, longing for distraction
2 In a rage, hammering futilely on an indestructible stone door
3 Summoning and dismissing illusions of worshipful mortals, magnificent architecture, and forgiving parents
4 Escaped from its prison and on its way to reclaim its power
Planar Traveler Empyrean Behavior
1 Dictating a message to a ball of light, which then races off; several more balls of light wait patiently to receive messages
2 Looking for battle with opponents of equal power
3 On a holy quest
4 Holding a feast, festival, or dance for locals
Some empyreans maintain a semblance of rulership within dungeon prisons, while others wander in exile far from the Material Plane. Fomorians and their ilk inhabit underground palaces in the Dreaming.
Treasure 200 gp, silver mask (750 gp),
CR 11–16 2 ; with , , or 3
Treasure 1,500 gp, defaced jade statuette of a god (750 gp), , a silver-clasped book with an eye on the cover (a )
Treasure 5,000 gp, gold and emerald bracers (7,500 gp),
CR 23–30 with , , or ; 3
Treasure 1,000 pp, magic platinum mirror that shows shapechangers in their true form (7,500 gp), , , +3 (a legendary weapon named Farstep; an attuned wielder can cast and once per day each)
CR 31+ ; ; with 1 to 3 ; 2 or 3 ; 4 or 5
Treasure 30,000 gp, 20 suits of fine clothes that magically resize to fit the wearer (1,000 gp each), 10 sets of gold tableware (500 gp each), 10 gold chalices that magically refill with fine wine three times each day (2,500 gp each), ,
Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.