Gargantuan Monstrosity (Titan), Unaligned
Armor Class 16 Natural Armor
Hit Points 377 (26d20 + 104)
Speed 40 ft., Burrow 20 ft.
STR
29 (+9)
DEX
6 (-2)
CON
19 (+4)
INT
2 (-4)
WIS
12 (+1)
CHA
11 (+0)
Skills Intimidation +14, Perception +16
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 120ft., Passive Perception 11
Languages --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Baragon fails a saving throw, it can choose to succeed instead.

Magic Resistance. Baragon has advantage on saving throws against spells and other magical effects.

Primal Strikes. Baragon ignores other creatures' resistance and immunity to non-magical bludgeoning, piercing, and slashing damage.

Siege Monster. Baragon deals double damage to objects and structures.

Trample (must have legs). When Baragon enters any enemy's space for the first time on a turn, the enemy must succeed on a Strength saving throw (DC 25) or be knocked prone.

Charge. If Baragon moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.

Regeneration. Baragon regains 20 hit points at the start of its turn if it has at least 1 hit point.

Battle Frenzy. When Baragon is at or below one-quarter its maximum hit points, it can make one additional attack on its turn. When it does so, it adds its proficiency bonus to its damage rolls, but does not add its proficiency bonus to its attack rolls.

Actions

Multi-attack. Baragon can use its Frightful Presence. Then, Baragon makes four gore attacks.

Gore. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of Baragon's choice that is within 120 feet of it and aware of it must succeed on a Wisdom saving throw (DC 15) or become frightened 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 Baragon's Frightful Presence for the next 24 hours.

Horn Beam (Recharge 5-6). Baragon generates a beam of fire from its large protruding horn. This ranged spell attack has +11 to hit, has a range of 300 feet, and deals 16d6 fire damage.

Shock-wave. As an action, Baragon rears up and comes crashing down to earth. All creatures and structures on the ground within 100 feet of Baragon (other than itself) are affected as they would be by the earthquake spell. The save DC for this effect is 19.

Legendary Actions

Baragon can take 3 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. Baragon regains spent legendary actions at the start of its turn.

Detect. Baragon makes a Wisdom (Perception) check.
Move. Baragon moves up to half its speed.
Impale. Baragon makes one gore attack.

Monster Tags: Titan

Habitat: Mountain

peril912

Comments

Posts Quoted:
Reply
Clear All Quotes