Huge Construct (Warforged), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 50 ft.
STR
23 (+6)
DEX
8 (-1)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +10, CON +8, WIS +7
Skills Athletics +10, Religion +10
Damage Resistances Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 feet, Passive Perception 14
Languages Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Siege Monster. The warlord deals double damage to objects and structures.

Immutable Form. The titan warlord is immune to any spell or effect that would alter its form against its will.

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

Warforged Resilience. The Warforged has remarkable fortitude, it has the following benefits:

  • It is immune to poison and disease
  • It doesn't need to eat, drink or breath
  • It doesn't need to sleep, doesn't suffer exhaustion from lack of sleep, and can't be put to sleep by magical means.

Spellcasting. The Titan Warlord is an 11th-level spellcaster (DC 16, +8 to hit with spell attacks). It's spellcasting ability is Wisdom. It has the following cleric spells prepared:

Cantrips (at will): sacred flame, mending, spare the dying, thaumaturgy

1st level (4 slots): sanctuary, cure wounds, command

2nd level (3 slots): heat metal, hold person, spiritual weapon

3rd level (3 slots): spirit shroud, elemental weapon

4th level (2 slots): banishment, freedom of movement, wall of fire

5th level (2 slots): flame strike, animate objects

6th level (1 slot): word of recall

 

Actions

Multiattack. The titan warlord makes one attack with its glaive and one attack with its shield.

Glaive. Melee Weapon Attack: +10 to hit, reach 15ft, one target, Hit: (2d10+6) slashing damage plus (1d10) fire damage.

Shield Slam. Melee Weapon Attack: +10 to hit, reach 10 ft, one target, Hit: (2d8+6) bashing damage.

Sacred Flame (Cantrip). Ranged Spell Attack: range 60 ft., one target. Target must succeed on a Dexterity saving throw (DC 16) or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

Tesla Cannon (Recharge 5-6). The titan warlord fires its shoulder-mounted lightning cannon in a 60-foot line that is 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed throw, or half as much damage on a successful one.

Bonus Actions

Swift Charger. If the titan warlord took the Dash action this turn, it can make a single slam attack.

Legendary Actions

The Titan Warlord 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 Titan Warlord regains spent legendary actions at the start of their turn.

Stomp. Melee Weapon Attack: + 10 to hit, reach 10 ft, one target. Hit: (2d6 + 6) bludgeoning damage.

Cantrip. The Titan Warlord casts one of their cantrips.

Cast a Spell (Costs 2 Actions). The Titan Warlord casts a spell of 2nd level or lower from their spell list that takes 1 action to cast.

Description

Most warforged titans are barely more than up-armored war golems and as smart as an especially dim child. Most. This one, however, possesses a mind of its own and zealous faith in the Lord of Blades. As one of his greatest disciples, the titan warlord is a force of destruction and spiritual guidance on and off the battlefield, bringing the wrath down upon all who would chain their people.

Red_Crow

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