Large Aberration, Lawful Evil
Armor Class 20 Natural Armor
Hit Points 480 (30d12 + 240)
Speed 50 ft., fly 50 ft.
STR
28 (+9)
DEX
16 (+3)
CON
26 (+8)
INT
18 (+4)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws STR +18, CON +17, INT +13, WIS +12, CHA +15
Skills Arcana +12, Insight +9, Perception +9, Persuasion +12
Damage Resistances Psychic, Radiant, Thunder
Damage Immunities Force, Necrotic, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses Darkvision 300, Truesight 120, Passive Perception 19
Languages Common, Deep Speech, Infernal, Telepathy 120ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day)

If Delirium Titan fails a saving throw, it can choose to succeed instead.

Reality-Warping Aura

Any creature that starts its turn within 30 feet of the Delirium Titan must make a DC 18 Constitution saving throw, taking 22 (4d10) force damage on a failure. Additionally, the creature develops a random mutation (DM’s choice or using a mutation table).

 

Magic Resistance

The Delirium Titan has advantage on saving throws against spells and magical effects.

Actions

Multiattack

The Delirium Titan makes three attacks: one with Mutation Claw, one with Crushing Slam, and one with Void Beam.

Mutation Claw

Melee Weapon Attack: +15 to hit, reach 15 ft., one target.

  • Hit: 32 (4d10 + 9) slashing damage plus 14 (4d6) necrotic damage.
  • The target must succeed on a DC 18 Constitution saving throw or begin to mutate uncontrollably, gaining disadvantage on all attack rolls and saving throws until the effect is removed by greater restoration or similar magic.

Crushing Slam

Melee Weapon Attack: +15 to hit, reach 10 ft., one target.

  • Hit: 36 (6d8 + 9) bludgeoning damage.
  • If the target fails a DC 19 Strength saving throw, they are knocked prone and pushed 10 feet away.

Void Beam (Recharge 5–6)

The Delirium Titan fires a 50-foot long, 10-foot wide beam of unstable Delirium energy. Each creature in the line must make a DC 20 Dexterity saving throw.

  • On a failure, the creature takes 60 (10d10) force damage and suffers a random mutation.
  • On a success, the creature takes half damage and does not mutate.
Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary Actions (3/Turn)

The Delirium Titan 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. It regains spent legendary actions at the start of its turn.

  • Warp Reality (1 action). A 30-foot radius within sight warps and shifts. Treat the area as reverse gravity or hunger of Hadar until the next round.
  • Delirium Pulse (1 action). All creatures within 20 feet take 22 (4d10) psychic damage and have disadvantage on their next attack roll or saving throw.
  • Mutation Surge (2 actions). The Titan forces a target within 60 feet to make a DC 19 Wisdom saving throw or be polymorphed into a random form (DM’s choice) for 1 minute.
Mythic Actions

Mythic Transformation (When reduced to 200 HP)

Upon reaching half HP, the Delirium Titan enters its final form, mutating uncontrollably:

  1. Immediately casts Time Stop.
  2. Unleashes a Delirium Shockwave, dealing 25 psychic damage to all creatures within 30 feet.
  3. Gains an additional Void Beam attack per round.

Final Form (When reduced to 100 HP)

If the Titan reaches 100 HP, it becomes critically unstable. Unless killed within 3 rounds, it detonates in an apocalyptic Delirium explosion, destroying a city block (or more, at the DM’s discretion).

Description

Tactics & Encounter Design

  • Phase 1: The Titan fights normally, relying on powerful melee and area control effects.
  • Phase 2 (200 HP): It warps reality, uses Time Stop, and mutates enemies aggressively.
  • Phase 3 (100 HP): If not stopped, it detonates, leading to an overwhelming explosion that may destroy the battlefield.
Alien_twp

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