The Azrath Titan

The Azrath Titan CR: 15

Gargantuan construct, no alignment (obeys orders from it's creator without question)
Armor Class: 23 (Adamantine Shell)
Hit Points: 247 (26d12+182)
Speed: 50 ft , fly: 50 ft , can hover

STR

28 +9

DEX

10 +0

CON

26 +8

INT

16 +3

WIS

16 +3

CHA

10 +0

Saving Throws: Strength: +13, Constitution: + 12
Skills: Athletics = +13 Perception = +11 (Expertise included) Investigation = +11 (Expertise included)
Damage Vulnerabilities: Force
Damage Resistances: Bludgeoning, Piercing, Slashing from nonmagical attacks.
Damage Immunities: Poison, Psychic, Lightning
Condition Immunities: Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses: Truesight = 60 ft Darkvision = 120 ft
Languages: Language of its Creator
Challenge Rating: 15 ( 13000 XP)
Proficiency Bonus: +4

The Azrath Titan has the following traits

  Construct Nature: The construct doesn’t require air, food, drink, or sleep.
Construct Resilience: The construct is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions.
Immutable Form The construct is immune to any spell or effect that would alter its form.
Magic Resistance. The construct has advantage on saves against spells and other magical effects.
Siege Monster: The construct deals double damage to objects and structures.
Tracking Gaze: The construct gains expertise in Perception and Investigation, as it is designed to hunt and destroy even the most ellusive prey
  Overdrive (Activates when the construct is at or below half hit points): The construct enters an overdrive state until its HP is higher than 124. While in overdrive, the construct has advantage on all melee weapon attack rolls, and attack rolls against it have advantage.
  Current Intake Whenever the construct is subjected to lightning, it takes no damage, and instead heals for an amount equal to the damage that was supposed to be taken. In addition, it's next attack gains advantage, as it's form seems to be enhanced with excess power, and recharges a spent Legendary Action
  Fragile Core: Whenever the construct is subjected to Force damage, the interior threatens to break down. The Core has a damage threshold of 15. If force damage from a single source exceeds the threshold, the construct must make a CON save DC 10+ half the damage dealt or loss 1 of its legendary actions

Actions

Multiattack: The construct makes 1 attack with it's Warfire Warhammer and 2 attacks with the Mithril Greataxe:
  Warfire Warhammer: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (4d10+15) bludgeoning damage and (3d10) fire damage.
Mithril Greataxe: Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 28 (4d6 + 9) slashing damage.
  Prismatic Breath (Recharge 4-6):The constructs head folds and opens mechanically to exhale a single breath of multicolored energy in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 40 (8d10) damage of a type chosen by the a roll of a D6: 1 = Acid, 2 = Fire, 3 = Lightning, 4 = Cold, 5 = Thunder, 6 = Poison. On a successful save, the creature takes half as much damage.

Bonus Actions

Vent Smoke:The construct vents smoke out of various tubes and pipes across its body. Each creature within 5 feet of the construct must succeed on a DC 18 CON save or be blinded and choking until the end of its next turn. A choking creature can’t cast spells with verbal components as it coughs violently during its turn. If used underwater, this smoke is vented as an inky cloud in the water. The Construct can only use this ability every 1d4 rounds

Legendary Actions

Legendary Resistance (2 Uses): If the construct fails a saving throw, it can choose to succeed instead.
  The construct can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The construct regains spent legendary actions at the start of its turn
  Focused Power (Costs 1-2 Actions): The construct automatically recharges its Prismatic Breath that has been spent. It costs 1 action to recharge. The monster can increase the Legendary Action cost by 1 and immediately use its ability as part of recharging it.
Kickback (Costs 1 Action): The construct makes a melee weapon attack with it's Warfire Warhammer against a creature within its reach. On a hit, the attack deals (4d10+15) bludgeoning damage and the target must succeed on a DC 20 Strength saving throw or be knocked back 30 feet and fall prone.
Relentless Charge (Costs 1 Action): The construct moves up to its speed towards a chosen enemy, ignoring attacks of opportunity.

The ground begins to quake as the massive construct moves in your direction. It stands approximately 25 feet tall. It's body is made of a solid black metal with a green sheen. One arm ends in a massive warhammer-like weapon, runes of arcane power carved into it, seemingly capable of toppling the strongest building with ease. The other arm is a perfectly sharpened Greataxe, which moves with unimaginable speed and lightness. In between the plates of blackened metal shines a deep blue light, fluctuating and radiating outward with an ominous glow. As fear begins to build within you, the head of this titanic construct seems to shift and fold open, revealing a singular throat-like metal tube. After a blink, a blast of chaotic power strikes towards you, with little or no time to react. This is it. This is The Azrath Titan.

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