Large Construct, Lawful Evil
AC 22 Natural Armor    Initiative +3 (13)
HP 187 (22d10 + 66)
Speed 30 ft., Fly 30 ft.
Mod Save
STR 20 +5 +9
DEX 13 +1 +1
CON 17 +3 +7
Mod Save
INT 12 +1 +1
WIS 10 +0 +4
CHA 10 +0 +0
Skills Perception +4
Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Immunities Fire, Necrotic, Poison; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Gear Shield
Senses Blindsight 60 ft.; Passive Perception 14
Languages Understands Common plus one other language but can’t speak
CR 12 (XP 8,400, or 5,900 in lair; PB +4)
Traits

Magic Resistance. The helmed horror has Advantage on saving throws against spells and other magical effects.

Bound Accuracy. The titan's mind is a masterwork of integrated calculation. When it makes an attack roll or an ability check, it adds a 3 (1d4) bonus to the roll.

Warforged Resolve. The titan is immune to effects that would alter its form or state. It also automatically succeeds on saving throws against effects that would teleport it or send it to another plane of existence

Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical choices include Heat Metal, Lightning Bolt, and Magic Missile.

Actions

Multiattack. The titan makes three attacks: two with its Integrated Gauntlet and one with its Energy Beam or three with its Integrated Gauntlet.

Integrated Gauntlet. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Bludgeoning damage plus 9 (2d8) Force damage.

Energy Beam. Ranged Spell Attack Roll: +5, range 90 ft. Hit: 16 (3d10) Force damage.

Legendary Actions

The titan 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. The titan regains spent legendary actions at the start of its turn.

Guard. The titan gains 5 temporary hit points and its AC increases by 2 until the start of its next turn.

Shunt (Costs 2 Actions). The titan focuses its inner force engine. One creature it can see within 30 feet must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet and take 9 (2d8) Force damage.

Overload (Costs 3 Actions). The titan focuses its Energy Beam and unleashes a wider blast. Creatures in a 15-foot cone originating from the titan must make a DC 17 Dexterity saving throw, taking 22 (4d10) Force damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

Advanced Warforged Titan Lair Actions

 When fighting in its lair, the Advanced Warforged Titan can invoke the environment to take lair actions on initiative count 20 (losing initiative ties). It can’t do so if it is incapacitated or otherwise unable to take actions.

The lair has 300 hit points and an AC of 18. If the lair is destroyed or the rods are removed from the main engine, these actions cease.

 The Lair of the Advanced Warforged Titan (Engine Room)

 The Main Engine Room is a marvel of infernal engineering, laced with integrated technomancy that enhances its resident guardian. The very structure of the room is designed to optimize the Titan's combat effectiveness.

Lair Actions

On initiative count 20 (losing initiative ties), the Titan can take one of the following lair actions:

  • Arcane Surge (Buff/Protection): The integrated energy conduits within the lair flare. One construct ally (typically the Advanced Warforged Titan itself) that the Titan can see within 60 feet gains advantage on all saving throws until initiative count 20 on the next round. This action effectively grants a powerful defense against spells and magical effects.

  • Emergency Repair (Healing): Arcane wires and focused beams of energy extend from the walls or ceiling to mend the Titan. One construct ally (typically the Advanced Warforged Titan itself) that the Titan can see within 60 feet regains 22 (4d8+4) hit points.

  • System Overload (Environmental Hazard): A section of the floor (a 10-foot square within 60 feet of the Titan) becomes superheated or overloaded with crackling energy. Any creature starting its turn in that area or entering it for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) fire damage and 10 (3d6) lightning damage. The area remains hazardous until initiative count 20 on the next round.

  • Gravitic Shunt (Control/Movement): The local gravity stabilizers within a 20-foot radius sphere centered on a point within 60 feet of the Titan fluctuate wildly. Each creature in that area must succeed on a DC 15 Strength saving throw or be moved up to 15 feet in a direction of the Titan's choice (including up or down, possibly into a hazardous area).

 

Regional Effects

 

The area surrounding the Advanced Warforged Titan's primary engine room, up to 1 mile in radius within the fortress, is subtly warped by its presence.

  • Static Interference: Divination spells cast within this area have a 25% chance of failing, instead yielding static or irrelevant information, as the fortress's energies interfere with their function.

  • Minor Arcane Disruption: Small, intricate mechanical devices (such as arcane locks, complex traps, or non-magical clocks) within 1 mile of the main engine room have a 10% chance of malfunctioning or needing a successful DC 10 Intelligence (Investigation) check to operate correctly.

  • Ambient Hum: A low, rhythmic thrumming sound is constantly audible within the fortress, growing louder as one approaches the main engine room. This sound can cause difficulty in hearing faint sounds.

Habitat: Any

JamesLordOfNaps46151

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