Gargantuan Beast (Titan), Unaligned
AC 24 Exoskeleton    Initiative +18 (28)
HP 697 (34d20 + 340)
Speed 80 ft., Burrow 100 ft., Climb 60 ft.
Mod Save
STR 30 +10 +10
DEX 15 +2 +11
CON 25 +7 +16
Mod Save
INT 14 +2 +11
WIS 14 +2 +11
CHA 6 −2 −2
Skills Perception +11, Stealth +11
Resistances Piercing and Slashing from nonmagical attacks, Cold, Fire
Immunities Necrotic, Poison; Charmed, Frightened, Poisoned
Senses Blindsight 120 ft, Darkvision 120 ft.; Passive Perception 21
Languages It understands Common, Dwarvish, and Elvish. It can't speak, read, or write in any of these languages.
CR 30 (XP 155,000; PB +9)
Traits

Author Note: Make sure to check out the "Monster Characteristics Description" because there are unique mechanics to fighting Axel. And it also explains what the "Venom" effect does to a target if it's applied.


Legendary Resistance (6/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.

Magic Resistance. Axel has Advantage on saving throws against spells and other magical effects.

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

Clumsy. If Axel is stunned, it falls prone, allowing creatures to climb up onto it's back to target it's weak point (See monster characteristics description for mechanics).

Web Sense. While in contact with a web, Axel knows the exact location of any other creature in contact with the same web.

Web Walker. Axel ignores movement restrictions caused by webbing.

True Damage. Axel’s poison damage ignores all immunities. Additionally, his attacks treat immunity to bludgeoning, slashing, and piercing damage from nonmagical attacks as resistance, and they ignore resistance to those three damage types.

Actions

Multiattack. Axel can choose to make three basic bite attacks or two leg stomp attacks on it's turn whenever it takes the attack action.

Basic Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 34 (2d12 + 10) piercing damage. On hit, it inflicts venom.

Leg Stomp. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 58 (4d12 + 10) piercing damage. On hit, target must succeed a DC 18 strength saving throw or be knocked prone.

Hair Wave (Recharge 5-6). Axel uses it's back legs to fling hairs forward in a 60-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, on a successful save they take no damage. On a fail, they take 100 (8d10 + 20) piercing damage, venom is also inflicted on a failed save.

Bonus Actions

Charge (2/day). Axel barrels forward 100 ft, and target caught in Axel's way must succeed a dexterity saving throw. On a failed save, the target takes 100 points of bludgeoning damage. Half as much on a successful save.

Reactions

Violent Shake. As a reaction to a target being on Axel's back, Axel can violently shake around. Flinging every creature on his back up into the air, forcing a DC 16 Dexterity saving throw. On a fail, the target lands in the prone condition, taking 20 (2d10) Bludgeoning damage from falling. On a successful, the target lands standing, taking half as much damage.

Body Slam. As a reaction Axel can take in response to a creature moving below Axel, Axel slams his body down into them. All creatures below Axel must succeed a DC 18 constitution saving throw, taking 100 (10d10) bludgeoning damage on a failed save and half as much on a successful one.

Legendary Actions

Frenzy (1/day): As a reaction that automatically triggers when Axel drops below half health, Axel enters frenzy. Which means he gets the following benefits:

  • Rapid Attack. Axel can make a fourth and fifth attack as part of it's multiattack while in frenzy. These two additional attacks can either be basic bites or leg stomps (DM's choice).
  • Enhanced Resilience. Axel is now immune to nonmagical slashing and piercing damage, as well as fire and cold damage. In addition to that, he gains resistance to nonmagical bludgeoning damage.
  • Raging Titan. Axel gains a +2 to armor class across all body parts, and it's movement speed is doubled. In addition to that, the venom condition now inflicts an extra 2d12 poison damage whenever it deals damage.

Duration: Frenzy lasts for 1 hour. Axel regains it's expended use of frenzy at dawn.

Description

Axel Fight Mechanics:


Gargantuan Target (Axel's Body Parts): Due to Axel's immense size, each part of his body can be targeted separately. Each body part has its own Armor Class (AC), rewards different tactics, and may grant bonus damage based on where a blow lands. Additionally, due to Axel's size, you can go underneath his main body... At your own discretion.

  • Legs (8): AC 12; These are easiest to hit due to their size and constant movement. There are no damage bonuses applied.
  • Cephalothorax (Torso): AC 16; This is Axel’s main body segment above his legs. Directing attacks here is more difficult, but dealing damage to this area grants +1 to the damage roll.
  • Abdomen (Underside/Back): AC 20; The largest but least accessible segment of Axel. Hitting this area with a melee attack (when possible) grants +2 to the damage roll.
  • Rump (Weak Point): AC 24; This vulnerable spot atop the abdomen is only revealed in special circumstances (such as Axel having the stunned condition). When not visible, it has full cover and cannot be targeted. Damage dealt here gains +6 to the damage roll. The AC drops to 14 if you are within 5 ft of the weak point.

Access Restrictions:

  • Attacks to the abdomen generally require Axel to have the stunned condition or require the attacker to reach his underside (see Jump Attack below).
  • The rump (weak point) cannot be attacked unless exposed (usually by stunning Axel).

Jump Attack (Axel's Underside Mechanic): When a creature is directly underneath Axel’s main body (his underside being 30 feet above the ground), they can attempt a special Jump Attack as an action.

Jump Attack: The attacker must be directly beneath Axel (within a 10-foot radius centered under his torso). Then as an action, make a DC 20 Athletics (or Acrobatics) check. If successful, the character may immediately make one melee attack against Axel’s cephalothorax or abdomen; this attack is made with advantage. After landing, the attacker must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.

  • The rump (weak point) is not targetable with this method due to its position on Axel’s back.

Author Tip: Magic, creative use of environmental features, or assistance from allies may lower DCs or allow for additional attacks, at DM discretion.


Venom Condition: A condition that Axel has a chance to apply with his attacks, venom causes a DC 18 constitution saving throw. On a successful save, nothing happens. On a failed save the target take 2d12 poison damage. And take an additional 2d12 poison damage on the start of each of the target's turns for 2 rounds.

Author Note. Whenever an attack says it "applies venom", it forces a Constitution saving throw.

Monster Tags: TitanambusherEpic Monster

Habitat: MountainUnderdark

Warhammer_boi

Comments

Posts Quoted:
Reply
Clear All Quotes