Gargantuan Construct (Titan), Lawful Neutral
Armor Class 21 (natural armor)
Hit Points 596 (32d20 + 260)
Speed 50 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
11 (+0)
WIS
11 (+0)
CHA
19 (+4)
Saving Throws CON +19, WIS +9, CHA +13
Skills Athletics +19
Damage Immunities Acid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Draconic, Giant, Ignan , but can't speak
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Adamantine Body. Any critical hits against Vonindod become normal hits instead.

Elemental Absorption. Whenever Vonindod is subjected to acid, cold, fire, lightning, or poison damage, it takes no damage and instead regains a number of hit points equal to the damage taken.

Legendary Resistance. (3/day)  If Vonindod would fail a saving throw, it can choose to succeed it instead. 

Immutable Form. Vonindod is immune to any spell or effect that would alter its form.

Magic Resistance. Vonindod has resistance on saving throws against spells and other magical effects.

Magic Weapons.  Vonindod's weapon attacks are magical.

Sweeping Attacks. Whenever Vonindod makes a melee attack it also makes melee attacks on each creature within 5 ft. of the target.

Siege Monster.  Vonindod deals double damage to objects and structures.

Innate Spellcasting. Vonindod can innately cast fireball (spell save DC 19) at will, requiring no material components. Vonindod's innate spellcasting ability is Charisma.

Actions

Multiattack. Vonindod makes three greatsword attacks, or two with its greatsword and one with its stomp.

Greatsword. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit:  27 (3d12 + 7) bludgeoning damage plus 14 (4d6) fire damage. 

Stomp. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit:  35 (5d10 + 7) bludgeoning, and every creature within 15 ft. of the target must make a DC 15 Dexterity save or fall prone.

Smoke Cloud (Recharge 6). Vonindod exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area takes 11 (2d10) fire damage. The cloud lasts until the end of Vonindod's next turn. Creatures completely within the cloud are blinded and can’t be seen.

Elemental Eruption. (Recharge 5-6) Vonindod emits a beam of unrefined energy from its helm. The beam emanates in a line 50 ft. long and 10ft. wide. Each creature in the line must make a DC 19 Dexterity saving throw. A creature takes 27 (6d8) fire damage plus 27 (6d8) radiant damage on a failed save, and half as much on a successful save. If the creature is a dragon or giant they have disadvantage on the saving throw, and can not use their legendary resistance to make the save.

Legendary Actions

Vonindod can take 5 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. Vonindod regains spent legendary actions at the start of its turn.

Attack. Vonindod makes a stomp attack.

Move. Vonindod moves up to its speed without provoking opportunity attacks.

Inferno's Drought. (Costs 2 actions) Vonindod targets one creature that it can see within 60 feet of it. Any resistance or immunity to fire damage that the target has is suppressed. This effect lasts until the end of Vonindod's next turn.

Intensify Gravity. (Costs 2 actions) Vonindod magically increases the pull of gravity in a 100 foot radius sphere centered on itself. Until the end of its next turn, all flying creatures have a flying speed of 0 ft. and descend to the ground at a rate of 60 ft. per round. Additionally, the affected area is considered difficult terrain.

Description

The Vonindod stood 80 ft. tall and was a humanoid shaped construct with a horned helm and a greatsword. It was almost entirely composed of adamantine with giant rubies for eyes.

Previous Versions

Name Date Modified Views Adds Version Actions
10/13/2020 3:40:04 AM
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Coming Soon

Monster Tags: TitanconstructElemental

Habitat: MountainUrban

GorpnutzTheDevourer

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