Aklea

Gargantuan Celestial. CR 22, AC 21, 656 HP. Traits: Divine Grace, Innate Spellcasting.

Armor class
21
Hit points
656
Challenge
22
Creature type
Celestial
Size
Gargantuan
Legendary
Yes

Stat block

Cha
26
Con
30
Dex
24
Int
22
Str
30
Wis
24
Speed
Fly: 60; Walk: 60
Senses
truesight 120 ft., passive Perception 17
Skills
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 the empyrean 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.
Languages
Celestial, Common, six more
Saving throws
Wisdom: 14; Charisma: 15; Strength: 17; Constitution: 17; Intelligence: 13
Damage immunities
radiant; damage from nonmagical weapons
Legendary actions
  • The empyrean can take 1 legendary action. Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
  • Attack. The empyrean makes a weapon attack.
  • Cast Spell. The empyrean casts a spell. The empyrean can't use this option if it has cast a spell since the start of its last turn.
  • Fly. The empyrean 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 the empyreans next turn. On a success, a creature takes half damage.
Special abilities
  • Divine Grace. If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, the empyrean adds its full Dexterity bonus to its Armor Class (already included).
  • Innate Spellcasting. The empyreans innate spellcasting ability is Charisma (spell save DC 23). It 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)

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.