Huge Construct, Typically Lawful Neutral
Armor Class 22 (Natural armor, shield)
Hit Points 216 (16d12 + 112)
Speed 30 ft.
STR
26 (+8)
DEX
8 (-1)
CON
24 (+7)
INT
8 (-1)
WIS
13 (+1)
CHA
6 (-2)
Skills Athletics +14
Damage Resistances Cold, Fire
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 15 ft., Darkvision 60 ft., Passive Perception 11
Languages Understands the languages of its creator but can’t speak
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Unmovable. The titan has advantage on saving throws against being knocked prone, and it cannot be pushed or pulled against its will along the ground.

Actions

Multiattack. The titan makes three attacks: one with its Shield Ram and two with its Slam. It can replace one of these Slam attacks with a Rock or Stomp attack.

Multiattack (Fortification mode). The titan makes two Rock attacks or two Slam attacks.

Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

Shield Ram. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away from the titan and fall prone.

Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one prone creature. Hit: 21 (3d8 + 8) bludgeoning damage. In addition, on a hit or a miss, each creature within 10 feet of the titan must make a DC 19 Constitution saving throw or take 6 (1d12) thunder damage, as the stomp creates a concussive burst of sound, which is audible out to 300 feet.

Bonus Actions

Fortification. Provided it has not moved this turn, the titan plants itself in the ground, and its immense shield expands to partially surround it. The titan’s speed is reduced to 0 until the start of its next turn. Until then, the titan gains half cover from effects originating anywhere except directly behind the titan, it has advantage on Strength checks and saving throws, and it cannot be knocked prone. Creatures that are Medium or smaller behind the titan’s shield also benefit from cover (though whether it is half, three-quarters, or full cover is up to the DM, based on the location of the creature and the attacker). In addition, the titan cannot make Shield Ram or Stomp attacks while this feature is active. Finally, use the titan’s Multiattack (Fortification mode) action instead its normal Multiattack while this feature is active.

Reactions

Block. When an attack hits a creature other than itself within 5 feet of the titan, the titan imposes disadvantage on the attack roll. If the attack still hits, its damage is reduced by 2d10 + 8.

Description

The Iron Sentinels are a specialized group of warriors, mostly goliaths and dwarves, whose muscular bodies are covered head-to-toe in steel armor. A standard Iron Sentinel warrior’s armor is painted pure black, while a commander’s is black with crimson highlights on the helmet and chestpiece. The more crimson on an Iron Sentinel’s armor, the higher its rank and the greater its authority. Lower-ranking Iron Sentinels might use the knight statblock. Higher-ranking Sentinels could use the champion statblock, and a powerful commander could use the warlord statblock.

Forged by the greatest of the Iron Sentinel smiths are their Titans, metal warriors standing 20 feet tall and carrying massive shields. They throw boulders as humans do sling stones, so great is their strength. Iron Sentinel Titans are rare, being extraordinarily expensive and difficult to make, and so they are used only by the Sentinels’ greatest leaders.

Helmut_McQuack

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