Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
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.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened 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 dragon's Frightful Presence for the next 24 hours.
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage.
ArmAxe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 4) slashing damage.
Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 24 (6d8) poison damage on a failed save, or half as much damage on a successful one.
Get over here! (Recharge 4-6). The warforged titan Fires a chain and hook at up to 2 creatures, making a ranged attack (range 60 feet) +5 to hit, on a successful hit the creature takes 1D8 Piercing damage and is pulled to within 5 feet of the warforged titan.
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Posted Apr 18, 201910/10, I would say the best warforged Titan on the page, at least for my uses. And also thanks for making a warforged Titan that matches the photos online.
Also, quick question: does standing in a pool of molten metals count as constantly being healed?