Legendary Resistance (3/day). If the titan fails a saving throw, it can choose to succeed instead.
Magic Resistance. The titan has advantage on saving throws against spells and other magical effects.
Magic Weapons. The titan's weapon attacks are magical.
Well-Armed. The titan can take one reaction on every turn in a combat.
Multiattack. the titan makes two melee weapon attacks.
Longsword. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 18 (2d10 + 7) slashing damage.
Blade Storm (Recharge 5-6). the titan swings its weapons in a whirlwind of steel. Each creature within 10 feet of the titan must make a DC 20 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
Parry. The titan adds 5 to its AC against one melee attack that would hit it. To do so, the titan must see the attacker and be wielding a melee weapon.
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.
Attack. The titan makes one attack.
War Cry (Costs 2 Actions). Each creature within 120 feet of the titan that can hear it must succeed on a DC 16 Wisdom saving throw or take 10 (4d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Hold the Line (Costs 2 Actions). The tian gains 26 (4d12) temporary hit points.
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Posted Aug 7, 2020Thanks for the work into this. I'm running a GGtR campaign, and this looks great as the statued Titan of Ravnica (https://mtg.gamepedia.com/Titans_of_Ravnica), which may (or may not) be reactivated depending on the actions of the party. How have you found this has gone in battle so far? Action economy looks great for higher numbered campaigns like mine.