Gargantuan Construct, Chaotic Evil
Armor Class 23 Natural Armour
Hit Points 471 (23d20 + 230)
Speed 60 ft.
STR
30 (+10)
DEX
17 (+3)
CON
30 (+10)
INT
17 (+3)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws STR +18, CON +18, INT +11
Skills Arcana +11, Intimidation +13, Perception +8, Stealth +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison, Radiant
Senses Truesight 150 ft., Passive Perception 18
Languages Common, Draconic, Infernal, Netherese
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits
Immutable Form. The Titan is immune to any spell or effect that would alter its form.
 
Legendary Resistance (3/Day). If the Titan fails a saving throw, it can choose to succeed instead.
 
Magic Immunity. The Titan isn't affected by spells that do not damage it, if a spell both damages the titan and imposes extra effects, the Titan only takes damage.
 
Siege Monster. The Titan deals double damage to objects and structures.
 
Towering Terror. Any enemy outside the Titan that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be frightened until the start of the enemy's next turn. If the enemy's saving throw is successful, it is immune to this colossus's Towering Terror for the next 24 hours.
Actions
Multiattack. The Titan uses its Malevolent Presence. It then makes four attacks: either two with its claws, one with its tail make and one with its wings, or four with it's eldritch turrets.
 
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 10) slashing damage.
 
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 31 (2d10 + 10) bludgeoning damage.
 
Wings. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 31 (2d10 + 10) bludgeoning damage.
 
Malevolent Presence. Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be charmed by it 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 Malevolent Presence for the next 24 hours. A creature charmed in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its turns, move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn't choose a target, the charmed creature can act normally on its turn.
 
Eldritch Turret. Ranged Spell Attack: +18 to hit, range 300 ft., one target. Hit: 18 (4d8) force damage, and if the target is a creature, it is knocked prone.
 
Stomp. The Titan stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
 

Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Desintegration Ray (Recharge 5–6). The colossus fires a beam of light in a 300-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.
Kriv_Dunescale

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