Gargantuan Elemental (Titan), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 550 (30d20 + 140)
Speed 50 ft.
STR
26 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
22 (+6)
WIS
14 (+2)
CHA
19 (+4)
Saving Throws STR +17, CON +16, CHA +13
Skills Nature +8, Perception +8
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Fire, Necrotic
Condition Immunities Grappled, Prone, Restrained
Senses Darkvision 120, Passive Perception 18
Languages Ignan
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Fire Aura. At the start of each of the titan's turns, each creature within 20 feet of him takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the titan's or hits it with a melee attack while within 5 feet of him takes 10 (3d6) fire damage.

Intensity. Fire damage dealt by the titan ignores resistance.

Spellcasting. The titan is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +15 to hit with spell attacks). The titan has the following spells prepared:

Cantrips (at will): fire bolt, conjure elemental*
1st level (4 slots): burning hands, hellish rebuke
2nd Level (3 slots): scorching ray
3rd Level (3 slots): fireball
4th Level (3 slots): wall of fire**
5th Level (3 slots): flame strike, immolation
7th Level (2 slots): delayed blast fireball

*The titan can summon up to two Fire Elementals at a time regardless of the area. The titan can summon them within 60 feet of himself. The Elemental can roll it's own initiative, or act immediate after the titan in the initiative, determined by the GM. If there are multiple Fire Elementals, they must go on the same initiative and they go in the order they were summoned. This spell does not require concentration and the titan doesn't need to command the elementals. The titan cannot summon Water, Air, or Earth elementals. 
The Fire Elementals use the Monster Manual stat block, but have 40(2d4+36) health
**Lasts for 1 round, does not require concentration.

Actions

Multiattack. The titan makes three attacks with his Hand of Sulfuras. He can use Elemental Flame in place of any melee attack.

Hand of Sulfuras. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) bludgeoning + 14 (4d6) fire damage. 

Elemental Flame. Ranged Weapon Attack: +11 to hit, range 10/60 ft., one target. Hit: the target is wreathed in flame and takes 28 (8d6) fire damage immediately,, and again at the end of each of its turns for 1 minute. A creature can end this damage by using its action to make a DC 18 Dexterity check to extinguish the flames.

Magma Blast (Recharge 4-6). A column of fire erupts from a point the titan can see within 120ft. Each creature in a 20-foot-radius sphere centred on that point must make a DC 23 Dexterity saving throw. A target takes 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The titan can take 3 legendary actions, choosing from the options below. 

Hand of Sulfuras (Costs 1 Action). The titan makes one attack with his Hand of Sulfuras.

Lava Wave (Costs 2 Actions). A wave of fire crashes outward from the titan. Targets in a 15ft by 80ft wide line in front of the titan must make a DC 23 Dexterity saving throw or take 28 (8d6) fire damage. Targets that succeed on the saving throw take half damage.

Move (Costs 1 Action). The titan moves up to half his speed.

Protein4

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