Gargantuan Celestial, Neutral
Armor Class 22 plate
Hit Points 546 (28d20 + 252)
Speed 60 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
18 (+4)
WIS
30 (+10)
CHA
20 (+5)
Saving Throws STR +17, CON +17, INT +11, WIS +17
Skills Athletics +10, Intimidation +10, Perception +10
Damage Immunities Fire, Necrotic
Senses Truesight 200ft, Passive Perception 26
Languages Celestial Celestial
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Actions

Multiattack. The Ashen Titan can use its Urching groan. It then makes three attacks: one with its hammer and two with its freehand.

Hammer Slam. Melee Weapon Attack:  DC 24 Dexterity saving throw. Taking 91 (26d6 +10) Bludgeoning damage on a failed save, or half as much damage on a successful one. (1d100 for damage against buildings & structures)

Hand grab.
Melee Weapon Attack: +17 to hit, reach 40 ft., two targets within 15ft of eachother. Hit: 31 (2d10 + 10) Bludgioning damage plus restrained / grappled (DM's discretion)
Crushing grasp. Melee weapon attack: . creatures in the hand must succeed a DC 20 Strength saving throw. taking 99 (27d6 +100) Bludgeoning damage on a failed save, or half as much damage on a successful one.
Titanic throw. The Titan makes a ranged weapon attack, using either picked up weaon or creatures in it's grasp. +17 to hit. one hit target. inanimate objects deal 27 Bludgeoning damage (3d8 + 10) thrown creatures deal 30 (4d6 + 20) to each the thrown and the aimed target.
Stomp. Melee Weapon Attack: +17 to hit, reach 40 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Kick. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and the creature must succed a DC 14 Strength Saving throw or be launched 50ft in the direction of the kick. upon hitting a wall or solid object, creature must take (1d6 per 10ft distance traveled until the contact + 10)

 

Urching groan. the Titan reers it's head back and lets out a bellowing and ground shaking groan of pain. Each creature that can hear and see the titan and aware of it must succeed on a DC 21 Wisdom saving throw or become freightened 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 Titan's Urching groan for the next 24 hours.

Legendary Actions

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


Detect. The Titan makes a Wisdom (perception) check with advantage.

Stomp. The Titan makes a stomp attack.

Titan Hammer swipe (Costs 2 Actions). The Titan Makes a large wide swipe with it's hammer. Each creature within a 50ft line of the Titan must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage on a failed save, or half as much damage on a successful one. and be launched 30 ft in the direction of the swing. (1d100 damage against buildings & structures)

Description

A towering titan of burned matter and blazing embers. The ashen Titan is a behemoth of crusted ash and soot which is overlayed with a layer of ash which peels in the breeze, causing the slow snow effect within the 5 mile radius. it carries an enormous warhammer scaled to it's size which is decorated with swinging hangmen and crusified people.
it's eyes glow like the burning orange of the pits of hell through it's hood
upon closer inspection, the titan is made of collected biomass gathered from the dead. faces captured in the point of pain are encrusted in the outer layer and body parts like hands, arms and legs are what peel away into the snow_like ash.

Lair and Lair Actions

A general stench of soot fills the land of a 6 mile radius as ash falls slowly like snow within 5 miles of The Titan's location. the landscape is coated in ash and the ground crunches under every step as the thin layer of crust cracks. buildings and structures made of wood, stone and plantlife are transmuted into hardened ash and soot like a time capsule.
Any corpse within 100 ft turns to ash within 3 hours of death, and upon becoming ash, they are prone to being raised by Ashen Revive from the Ashen Titan's Ledgendary action

Lair Actions

On initiative count 20 (losing initiative ties), the Titan takes a lair action to cause one of the following effects; the Titan can’t use the same effect two rounds in a row:

  • an ash collumn erupts from a point on the ground the Titan can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
    • Ashen Revive (Costs 1 Action). The Ground around the feet of the Titan reignites amongst the embers, any corpses which have been left in the area for at least 1 hour rise in ashen form and become Ash Husks.

      Attacks:

      Unarmed Strike. Unarmed attack with a +6 to hit and 1d6 bludgeoning damage and 1 d4Necrotic Damage

      Crumbling Grasp. same description only 2 d6 Necrotic damage.
      Ash Husks. 15 HP     [all stats are at 10, skills are +0]

SirPandaEsquire

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