Gargantuan Construct, Neutral
Armor Class 25 (natural armor)
Hit Points 430 (21d20 + 210)
Speed 60 ft., burrow 60 ft., walk 60 ft.
STR
30 (+10)
DEX
12 (+1)
CON
30 (+10)
INT
19 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws INT +13, WIS +11, CHA +13
Damage Resistances Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Fire, Lightning, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 150 ft., Passive Perception 21
Languages all
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Engineer’s Immunities. Thanatos is immune to damage and conditions from all artificer and transmutation spells, as well as effects that decrease it’s ability scores, effects that would cause madness, effects that decrease it’s maximum hit points, instant death effects, effects that would move it or teleport it against it’s will, effects that would alter it’s form, and the effects of antimagic, dead magic, and wild magic (which also include antimagic fields, dead magic fields, and wild magic fields).

Immutable Form. Thanatos is immune to any spell or effect that would alter its form.

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

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

Magic Weapons. Thanatos's weapon attacks are magical. When it hits a creature that has the titan or deity tag with any weapon, the weapon deals an extra 22 (5d8) radiant damage (not included in the weapon attacks below).

Quantum Might. Thanato’s attacks and effects ignore the immunities of creatures that have a challenge rating of 25 or less. Additionally, Thanato’s attacks ignore the resistances of creatures that have a challenge rating of 35 or less).

Quantum Reflexes. If Thanatos succeeds on a saving throw against an area of effect, it may spend it’s reaction and move outside the area, suffering no damage, conditions, and consequences from the effect. However, Thanatos must have enough move distance to move outside of the area of effect. It may also spend legendary move actions in addition to the reaction to gain the distance required to move outside the area of effect. In addition, Thanatos can use two reactions per round, but only 1 per turn.

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

Thruster. As a bonus action, Thanatos can moves up to half its speed.

Physics Denial. Thanatos can occupy another creature or object’s space and vice versa. It can move through other creatures and objects as if they were difficult terrain.

Unusual Nature. Thanatos does not need to eat, drink, breathe, or sleep.

Actions

Multiattack. Thanatos can use its Frightful Presence. It then makes three attacks: one with its claws and one with its stomp, and one with its tail drill.

Coil. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage plus 13 (3d8) radiant damage and the creature is grappled (escape DC 20). Until this grapple ends, the target is restrained. Thanatos can grapple up to two Huge creatures, or a cumulative amount of smaller creatures equal to that size (four Large, eight medium, etc).

Tail Drill. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 38 (8d6 + 10) piercing damage. This attack scores a critical hit on a roll of 18–20. On a critical hit, the target is impaled. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, Thanatos can't use its tail drill attack against another target.
When the grapple ends, the creature must make a DC 23 Constitution saving throw, losing 27 (6d8) hit points due to blood loss on a failed save, or half as many hit points on a successful one, as long as the creature has blood (or some other analogous fluid) to lose. Thanatos can't use its drill tail attack

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 13 (3d8) radiant damage and each creature within 15 feet of the target must succeed on a DC 20 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of Thanatos’s choice that is within 120 feet of Thanatos and aware of it must succeed on a DC 21 Wisdom saving throw 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 Thanatos's Frightful Presence for the next 24 hours.

Exo Disintegration Beam (Recharge 5-6). Red quantum energy emanates from Thanatos’s mouth in a 150-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 90 (20d8) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Thanatos 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. Thanatos regains spent legendary actions at the start of its turn.

Attack. Thanatos makes one attack its coil.

Detect. Thanatos makes a Wisdom (Perception) check.

Drill (Costs 2 Actions). Thanatos makes one attack with its tail drill.

Exo Pulse Laser Barrage (Costs 2 Actions). Thanatos fires 5 lasers, each at a different point within 240 feet of it. Each creature in a 15-foot radius of a point must make a DC 20 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much on a successful one. A creature in the radius of more than one missile makes their saving throw at disadvantage, but does not take any additional damage.

TheEternalEnigma

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