Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Multiattack. The golem makes two slam attacks or one slam attack and one tail attack.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Tail. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed back 15 ft and be knocked prone.
Haste (Recharge 5–6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack or tail attack as a bonus action.
Manned Behemoth. Atlas only has access to legendary actions while people are manning the titan. At which point it gets 2 legendary actions.
Reposition (2 actions). Atlas moves up to twice their speed in any direction.
Artillery (1 action). Atlas casts fireball at 3rd level using either a DC of 9 or the Spellcaster's spell save DC who is Manning the artillery. Whichever is higher.
Spotlight (1 action). Atlas casts faerie fire at 1st level using either a DC of 9 or the Spellcaster's spell save DC who is Manning the Spotlight. Whichever is higher
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Atlas takes a lair action to cause one of the following effects; the golem can’t use the same effect two rounds in a row:
- Steam erupts from a point inside Atlas 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 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
- Steam forms a cloud in a 20-foot-radius sphere centered on a point inside Atlas. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round.
- A tremor shakes within one section of Atlas. Each creature other than Atlas in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
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