Gargantuan Monstrosity (Titan), Neutral Good
Armor Class 22 Brick and Mortar
Hit Points 1560 (120d20 + 300)
Speed
STR
30 (+10)
DEX
2 (-4)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
23 (+6)
Saving Throws CON +18
Damage Vulnerabilities Acid, Bludgeoning
Damage Resistances Fire, Piercing, Slashing
Damage Immunities Cold, Necrotic
Senses Passive Perception 33
Languages Communicates through wind chimes, that the hearer perceives as their native language.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Living City. Chime automatically succeeds on all CON saving throws under a save DC of 20. Chime counts as a building for purposes of siege monsters.

Rooted in Place. Chime automatically fails all DEX saving throws over a save DC of 14

Weak Point. Chime takes double damage from all attacks if the attacks hit the tower in the center of the city.

New Host. Since defeating Chime in combat is effectively the same as winning a game against the embodiment of Chime, whoever orchestrates the demise of Chime becomes the new embodiment of Chime, and Chime is restored to 10 hit points. The embodiment of Chime cannot leave the city, and cannot die unless the city is defeated, causing them to be replaced as host.

Omnipresent. Partial cover and total cover have no effect against Chime or Stone Golems created by Chime.

Actions

Multiattack. Chime uses Alter Density, then attacks 3 times with any combination on Crush and Spikes From the Ground.

Alter Density. Chime temporarily gives the floor in a 30 ft radius centered on a point within the city the consistency of quicksand. All creatures in this circle must succeed on a DC 15 Dexterity saving throw or become Restrained. Restrained creatures repeat this saving throw at the start of their turn, using Strength rather than Dexterity, ending the condition on a success.

Crush. Melee Weapon Attack: +10 to hit, reach 26k (5 miles) ft. Hits all targets within a 10ft. radius centered on a point within the city.. Hit: 43 (6d10+10) bludgeoning damage.

Spikes From the Ground. Melee Weapon Attack: +5 to hit, range 26k (5 miles) ft., One target. Hit: 55 (7d12+10) piercing damage.

Beam of Annihilation. (Recharge 5-6). Dexterity Saving Throw: DC 20, each creature along a 10 foot wide line extending up to 26,400 feet from the bell tower in the center of Chime takes 195 (30d12) lightning damage or half as much on a failed save. If a creature is reduced to 0 hit points by this move, they disintegrate, leaving  

 

Bonus Actions

Reshape. Chime may take a bonus action to reshape the city in a particular area to serve it's needs. Chime can manipulate an unlimited amount of it's own matter in any shape or configuration by floating it into place.

Reactions

Confiscate. Triggers if Chime is struck by a melee weapon for less than 30 damage. Chime can shape it's stone to pull the weapon that triggered this inside of it, and deposit it elsewhere in the city. If the owner of said weapon is holder it, they can make a Strength check to try and keep the weapon, with the DC being the strength check of Chime itself.

Legendary Actions

Chime has 5 legendary actions. When another creature's turn ends, chime can take a legendary action to use one of the following moves.

Fortify (Costs 2 Actions). Chime raises the height of the walls around the city, raising it's defense against outside attacks to 30 AC and preventing flying creatures from entering over the wall with a magical barrier.

Intervene. Chime raises a wall between two creatures who are hostile to one another, providing them both with total cover and no way to go around to the other. The wall may be scaled with a successful DC 18 Acrobatics check.

Peacekeeper (3/day). Chime shapes some of it's own stone into a Stone Golem, which can spawn anywhere in the city. This stone golem is completely obedient to Chime, and crumbles away after one week.

Dangerous Contortion. Chime uses either its Crush move or its Spikes From the Ground move.

Description

The living city of Chime, a large circle with a 5 mile radius and an enormous 600 ft. tall bell tower in the middle. Chime is able to alter the configuration of all it's matter within the city bounds, and it may create bridges for people to cross rivers, fortify walls to protect from attack, or the like. The bell tower never moves, and the bell is the central point of Chime. Whoever strikes the bell can challenge the current embodiment of Chime to any game of their choice, and the victor becomes the embodiment of Chime, and has their consciousness control the city. Whoever is the embodiment of Chime can foresee the near future, making defeating them a near impossible feat. If Chime ever is slain, the one who defeated them becomes the new embodiment of Chime, and the city comes back to life, albeit weakly, meaning that the city can never die.

Lair and Lair Actions

Chime has no lair actions, due to the fact that it is the lair, however, there are still effects that happen inside of Chime.

Lair Effects. 

Guards. The city of Chime on any given day has 1d10+5 Stone Golems patrolling the streets, taking the role that Guards would have in other communities. Breaking the law in Chime causes these Stone Golems to become hostile, and defeating more than four of these peacekeepers causes Chime itself to become aggressive.

Habitat: Urban

FishyFishHead

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