The Azrath Titan
The Azrath Titan CR: 15
STR
28 +9
DEX
10 +0
CON
26 +8
INT
16 +3
WIS
16 +3
CHA
10 +0
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.
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