Siege Monster. The titanosaur deals double damage to objects and structures.
Magic Resistance. The titanosaur has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the titanosaur fails a saving throw, it can choose to succeed instead.
Multiattack. The titanosaur can make a stomp attack and a tail attack. It can't make both attacks against the same creature.
Stomp. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.
The titanosaur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time nd only at the end of another creatures turn. The titanosaur regains spent legendary actions at the start of its turn.
Bellow. The titanosaur bellows releasing a wave of mild negative energy. Any undead that can hear the bellow gain advantage on attack rolls and saving throws on their next turn.
Tail (Costs 2 Actions). The titanosaur makes a tail attack.
Skeleton Shake (Costs 3 Actions). The titanosaur shakes 2d12 skeletons off of its hide which act as its allies.
Description
Titanosaurs are already somewhat territorial behemoths, undeath only makes them more aggressive. An undead titanosaur is not a naturally forming undead like some skeletons or zombies, they are the crowning achievement of a necromancer, lich, mummy lord, or other powerful evildoer who often fills their new siege monster with smaller minions and mounted artillery.
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