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 saving throw 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 medium armor , 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: charm person , command , telekinesis
3/day: flame strike , hold monster , lightning bolt
1/day: commune , greater restoration , heroes’ feast , plane shift (self only, can’t travel to or from the Material Plane)
Magic Resistance. Aklea has advantage on saving throws 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 bloodied , Aklea can take 3 legendary actions instead of 1. While bloodied 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 unconscious or incapacitated .
ACTIONS
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 saving throw . On a failure, the target is pushed up to 30 feet away and knocked prone .
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 saving throw , 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 saving throw , 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 saving throw . On a failure, the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
BONUS ACTIONS
Immortal Form. Aklea magically changes its size between Gargantuan and Medium. While Medium, Aklea has disadvantage on Strength checks. Its statistics are otherwise unchanged.
LEGENDARY ACTIONS
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 saving throw . On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of Aklea’s next turn. On a success, a creature takes half damage.
Combat
The empyrean flies at least 50 feet in the air, raining lightning bolts and flame strikes on land-bound foes. It attacks flying enemies with its maul. It uses Shout whenever it can and then attacks stunned creatures with its maul. If not on the Material Plane, it uses plane shift 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.
CR 5–10 fomorian
Treasure 200 gp, silver mask (750 gp), rope of climbing
CR 11–16 2 fomorians ; fomorian with night hag , ogre mage , or 3 ogres
Treasure 1,500 gp, defaced jade statuette of a god (750 gp), potion of flying , a silver-clasped book with an eye on the cover (a tome of understanding )
CR 17–22 empyrean
Treasure 5,000 gp, gold and emerald bracers (7,500 gp), hammer of thunderbolts
CR 23–30 empyrean with high priest , holy knight , or khalkos ; 3 fomorians
Treasure 1,000 pp, magic platinum mirror that shows shapechangers in their true form (7,500 gp), potion of invisibility , sovereign glue , +3 maul (a legendary weapon named Farstep; an attuned wielder can cast dimension door and teleport once per day each)
CR 31+ Aklea ; King Fomor ; King Fomor with 1 to 3 fomorians ; 2 or 3 empyreans ; 4 or 5 fomorians
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), ring of earth elemental command , staff of withering
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.