Gargantuan Giant (Titan), Typically Lawful Evil
AC 27 (natural armor)    Initiative +12 (22)
HP 720 (35d20 + 350)
Speed 60 ft., fly 100 ft. (Hover)
Mod Save
STR 30 +10 +18
DEX 18 +4 +4
CON 30 +10 +18
Mod Save
INT 24 +7 +15
WIS 22 +6 +14
CHA 28 +9 +9
Skills Athletics +18, Insight +14, Intimidation +18, Perception +22
Resistances Cold, Force, Thunder
Immunities Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Blinded, Charmed, Exhaustion, Frightened, Paralyzed, Petrified
Senses Truesight 120 ft., Passive Perception 32
Languages Giant, Primordial
CR 28 (XP 120,000; PB +8)
Traits

Legendary Resistance (6/Day). If Zarathul fails a saving throw, he can choose to succeed instead.

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

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

Rebirth Cycle. Whenever Zarathul takes 50 or more damage from a single attack or spell, he can use his reaction to regain 100 hit points at the start of his next turn.

Ashen Sovereignty. At the start of Zarathul's turn, all creatures of his choice within 40 ft. must succeed on a DC 25 Wisdom saving throw or be charred by ash, taking 52 (10d10) fire damage and half as much on a successful save.

Actions

Multiattack. Zarathul makes three attacks: two with his scythe and one with his slam.

Scythe of Rebirth. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 18 (4d8) fire damage. On a critical hit, the target must succeed on a DC 25 Constitution saving throw or be disintegrated, only to reform into an undead under Zarathul's control 3 rounds later.

Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) force damage.

Ash Breath (Recharge 5–6). Zarathul exhales a cone of burning ash in a 120-foot line that is 10 feet wide. Each creature in that line must succeed on a DC 25 Dexterity saving throw or take 70 (20d6) fire damage and be blinded until the end of its next turn. On a successful save, a creature takes half as much damage only.

Legendary Actions

Legendary Actions (4 per round)

  • Detect. Zarathul makes a Wisdom (Insight) check.
  • Scythe Sweep. Zarathul swings his scythe in a wide arc, forcing all creatures within 20 ft. to make a DC 26 Dexterity saving throw, taking 40 (8d10) slashing damage and being knocked prone on a failed save.
  • Infernal Rebirth (Costs 2 Actions). Zarathul ignites an area within 120 ft. with hellish flames in a 30-ft radius. Creatures of his choice in this area must succeed on a DC 26 Constitution saving throw or take 88 (16d10) fire damage, or half as much on a successful save. Any creatures reduced to 0 hit points by this ability are instantly reborn as fire elementals under Zarathul's command.

Description

Description: Zarathul emerges from the swirling mists of the Ash Plane, a colossal figure draped in robes of endlessly shifting cinders. His form is ever changing, wreathed in a cascade of embers and soot. Eyes like molten lava peer from beneath a crown of smoldering rock, casting a piercing gaze that seems to ignite the very air it touches. An aura of decay and renewal saturates the atmosphere, with each step leaving scorched earth that springs back to life with twisted flora. He embodies the cycle of destruction and rebirth, an eternal force of nature's fury and renewal.

Lore: Whispers of the Ash Plane speak of Zarathul, not as a destroyer but as a divine force, renewing what once lay ruined. His appearance heralds a transformation, simultaneously feared and revered by those who dwell within his reach.

Monster Tags: Titan

Habitat: Planar (Elemental Planes)

Treasure:  Armaments

WilliamTaylor7652

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