Medium Construct (Titan), Typically Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 266 (28d8 + 140)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Skills Athletics +15, Intimidation +12
Damage Resistances Cold, Fire
Damage Immunities Lightning, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 500 ft., Truesight 120 ft., Passive Perception 15
Languages Abyssal, Celestial, Infernal, Telepathy 1,000 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

RegenerationThe anaxim regains 10 hit points at the start of each of its turns, so long as it has 1 hit point.

Divine Resistance. Whenever the anaxim fails a saving throw, it can choose to succeed instead. Whenever the anaxim succeeds on a saving throw in this manner, it regains two less legendary actions at the start of its next turn.

Titan. As a titan, the anaxim's attacks are considered magical, it has advantage on saving throws against spells and other magical effects, it cannot have it's form changed against its will, and it cannot be targeted by divination magic or be perceived through scrying sensors.

Actions

Multiattack. The anaxim makes three attacks: one with its Spinning Blades, one Spike attack, and one with its Shocking Touch.

Spinning Blades. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage.

Spike. Melee or Ranged Weapon Attack: +15 to hit, reach 5 ft. or range 120 ft., one target. Hit: 15 (2d6 + 8) piercing damage.

Shocking Touch. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) lightning damage. If the target is a creature, it must make a DC 20 Constitution saving throw or be blinded until the end of the anaxim's next turn.

Spellcasting. The anaxim casts one of the following spells requiring no material components, using Constitution as the spellcasting ability (save DC 20):
At will: blur, dispel magic, greater invisibility, etherealness

Sonic Blast. The anaxim emits a 60-foot cone of deafening sound. Each creature in the affected area must make a DC 20 Constitution saving throw, taking 70 (20d6) thunder damage and become deafened for 1 minute on a failed saving throw. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, an affected creature takes half as much damage and is not deafened.

Summon Construct (Recharge 5-6). The anaxim summons an iron golem into an unoccupied space it can see within 300 feet of it. An iron golem summoned in this way acts in initiaitve immediately after the anaxim. The anaxim can take this action 4 times per Long Rest.

Legendary Actions

The anaxim can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The anaxim regains spent legendary actions at the start of its turn.

Strike. The anaxim makes a Spinning Blades attack.

Show of Force (Costs 2 Actions). The anaxim makes a Shocking Touch attack, or uses Spellcasting.

Summon Golem (Costs 3 Actions). The anaxim recharges, or uses its Summon Construct action.

Description

Anaxims are faulty creations of deities of creation and the forge. Unlike most other Titans, they are carefully constructed instead of spontaneously created out of rage or lust. Yet, their designs still convey a sense of apocalyptic intent. The anaxims do not have a definite form. They are a conglomerate of metallic parts jutting with too many cutting implements and rusted surfaces.

Previous Versions

Name Date Modified Views Adds Version Actions
4/17/2022 8:52:55 PM
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