Gargantuan Monstrosity (Titan), Chaotic Evil
Armor Class 20 natural armor
Hit Points 297 (17d20 + 119)
Speed 15 ft., Fly 80 ft.
STR
28 (+9)
DEX
15 (+2)
CON
25 (+7)
INT
5 (-3)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +9, WIS +9
Skills Perception +9
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft, Passive Perception 19
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Demiplanar Coastal Heaven. Any creature or object that the crab dreadnought swallows is transported to a demiplane that can be entered by no other means except divine intervention or this creature’s Coastal Visit ability. The demiplane is an infinitely long beach with water just the perfect temperature for swimming and enough coconut-bearing palm trees for a creature to never hunger. A bright orange sun is permanently setting just over the horizon, creating the perfect holiday mood. Leaving the demiplane can only be done via planar travel magic such as the Plane Shift spell, but once a creature appears in the demiplane, it must immediately make a DC 19 Wisdom saving throw or immediately grow extremely fond of this tropical paradise, never wanting to leave. For the purpose of determining targets for planar travel spells, a creature that failed its saving throw is not considered a willing target. The Mind Blank spell makes a creature immune to this effect and a Greater Restoration spell removes the effect for 1 hour. Once a creature leaves the demiplane, the effect also ends, requiring a new save if the demiplane is reentered.

Legendary Resistance (3/Day). If the crab dreadnought fails a saving throw, it can choose to succeed instead.

Magic Weapons. An crab dreadnought’s weapon attacks are magical.

Mash Snowman. If the crab dreadnought scores a critical hit against a simulacrum, the simulacrum is instantly destroyed.

Actions

Multiattack. The crab dreadnought makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the crab dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the crab dreadnought’s Demiplanar Donjon.

Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 25 (3d10 + 9) Bludgeoning damage.

Legendary Actions

The crab dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The dreadnought regains spent legendary actions at the start of its turn.

Claw. The crab dreadnought makes one claw attack.

Coastal Visit (Costs 2 Actions). One creature that is Huge or smaller that the crab dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the crab dreadnought’s Demiplanar Coastal Heaven. At the end of the target’s next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Curse of the Crab (Costs 3 Actions). Up to three creatures within 60 feet of the crab dreadnought must make a DC 19 Wisdom saving throw or be magically polymorphed into a crab. A creature that succeeds its save or is turned, but later changes back to its true form is immune to the curse for 24 hours.

Monster Tags: Titan

Ratzah

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