Legendary Resistance (2/Day). If the abomination fails a saving throw, it can choose to succeed instead.
Multiattack. The abomination makes two fist attacks and a stomp attack. It can't attack the same target with both the fists and the stomp.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
When the creature drops to 0 hit points, it may use it's reaction to release a heatwave. Each creature within a 60 ft radius must make a DC 19 constitution saving trhow or be pushed back to the edge of the 60 ft circle. The creature then becomes a stage 2 Colossal Titan.
The abomination can take 2 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 abomination regains spent legendary actions at the start of its turn.
Call Titans. The creature summons a CR 1 or lower Titan that appears in unoccupied spaces that it can see within range.
Intimidating Presence (Costs 2 actions). Each creature of the user's choice that is within 120 feet of the creature and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Frightful Presence for the next 24 hours.
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