Gargantuan Giant (Titan), Neutral
Armor Class 12 (natural armor)
Hit Points 4538 (75d20 + 750)
Speed 40 ft.
STR
30 (+10)
DEX
1 (-5)
CON
30 (+10)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +19, DEX +4, CON +19, INT +9, WIS +9, CHA +9
Damage Vulnerabilities Acid, Cold, Fire, Force, Lightning, Psychic, Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 1,200 ft., Passive Perception 17
Languages Common, Giant
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Explosion. When the Colossal Titan appears, a huge explosion occurs. Each creature within 80 feet of the explosion must make DC 27 Dexterity saving throw taking 130 (20d12) fire damage and 130 (20d12) bludgeoning damage, or half as much damage on a success. Creatures within 40 feet of the explosion must make the save with disadvantage.

Legendary Ability (8/day). If the titan fails a saving throw, ability check, or attack roll, it can choose to succeed instead. It can also choose to be immune to any condition afflicted onto it.

Magical Weapons. The Colossal Titan's attacks are magical.

Regeneration. All titans have the uncanny ability to regenerate. At the start of each of its turns, the Colossal Titan regains 300 hit points and recovers its body parts. It also regains one expended use of its legendary ability.

Siege Monster. The Colossal Titan deals double damage to objects, structures, and constructs.

Steam. Hot steam emanates from the Colossal Titan's body. All ranged attacks must be made with disadvantage. Furthermore, each creature within 20 feet of the Colossal Titan must make a DC 27 Dexterity saving throw at the start of their turns, taking 65 (10d12) fire damage and 65 (10d12) force damage, or half as much damage on a success. 

Transformation. When the Colossal Titan transforms without full HP, the physical state of the titan reflects it.

Weak Point. The nape of the Colossal Titan's neck is a weak point. Whenever a creature makes a ranged attack roll specifically targeting the nape, the target must roll two d12s and subtract the higher number rolled from the attack roll. A creature must climb up the titan before making a melee attack against its nape. When a creature scores a hit against the Colossal Titan's nape, roll all of the attack’s damage dice twice and add them together. If an attack scores a critical hit, roll the dice four times instead.

Actions

Kick. Melee Weapon Attack: +29 to hit, reach 20 ft. Hit: 150 (20d12 + 20) bludgeoning damage.

Punch. Melee Weapon Attack: +29 to hit, 120 ft. cone. Hit: 90 (20d6 + 20) Bludgeoning damage.

Steam. Hot steam emanates from the Colossal Titan's body. Each creature within 30 feet of the Colossal Titan must make a DC 27 Dexterity saving throw, taking 65 (10d12) fire damage and 65 (10d12) force damage, or half as much damage on a success. 

Legendary Actions

The Colossal Titan can take 2 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 Colossal Titan regains spent legendary actions at the start of its turn.

Attack. The Colossal Titan makes an attack.

Move. The Colossal Titan moves up to its movement speed.

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