Charge. If the Alpha Kaen Ape moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 5 (1d6+1) bludgoening damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Triple Attack. You can use a bonus Action to Melee Attack once more.
Cards Of The Titians.
Roll a d100 and find the results on the Chart below and use that titans move set
1 Shrunken Titian
2-14 Fortress Titian
15-28 Lighting Titian
29-43 Poison Titian
44-60 Necrotic Titian
61-75 Hemotype Titian
76-90 Radiant Titian
91-99 Flame Titian
100 Final Titian
Multiattack. The Base Titian makes 2 attacks.
Fist. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 11 (4d6+5) bludgeoning damage.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 16 (4d6+5) bludgeoning damage.
Hemotype Titian
Hemo Tidal. wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d100 bludgeoning damage and is knocked prone.
On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Poison Titian
Any creature other than Poison Titian and their allies that starts its turn within 60 feet of the Poison Titian must succeed on a DC 18 Constitution saving throw or
be poisoned. On a successful saving throw.
Flame Titian
Magma Flume. Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 60-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw.
A creature takes 1d100 Fire damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared.
Radiant Titian
Heaven Flash. A beam of brilliant light flashes out from your hand in a 10-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw.
On a failed save, a creature takes 1D100 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage. undead and oozes have disadvantage on this saving throw.
Necrotic Titian
Necrotic Howl. The touch of your shadow can siphon life force from others to heal your wounds. Each creature in a 50-foot-radius sphere centered in the shadow must make a Dexterity saving throw. A target takes 1d100 Necrotic damage on a failed save, or half as much damage on a successful one., and you regain hit points equal to double the amount of necrotic damage dealt.
Lighting Titian
Lighting Vot Varry. lightning energy that strikes from the sky at Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. It takes 1d100 Lighting damage on a failed save, or half as much damage on a successful one.
Fortress Titian
Fortifying Howl. After a mighty roar that make an invisible barrier of magical force appears protecting and buffing allies. Until the end of your transformation, they have a +5 bonus to AC , Saving Throws and +50 Tempery Hit Points.
Shrunken Titian
+ 100 AC atamic succeed all saving throws. But you lose the abily to attack
Final Titian. Your Ac becomes 0 and Disadvantage on saves
Final Explosion. As an action, The Final Titian can Expel up to 60 feet away. Each creature in a 60-foot-radius sphere centered on that Final Titian must make a Dexterity saving throw. A target takes 1d100 Force damage on a failed save, or half as much damage on a successful one. The transformation ends early.
Enter the description for how bonus actions work for your monster here.
Description
Enter a general description for your monster here.
Lair and Lair Actions
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- A tremor shakes the area in a 60-foot radius. Each creature on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
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