Gargantuan Fiend (Titan), Chaotic Evil
AC 25 Phantom Carapace    Initiative +5 (15)
HP 615 (30d20 + 300)
Speed 50 ft., Fly 100 ft.
Mod Save
STR 30 +10 +29
DEX 20 +5 +19
CON 30 +10 +29
Mod Save
INT 22 +6 +21
WIS 20 +5 +19
CHA 30 +10 +29
Immunities Fire, Lightning, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious
Senses Truesight 120 ft; Passive Perception 15
Languages Telepathy 1,000 ft
CR 30 (XP 155,000; PB +9)
Traits

Chaos Unbound: Armityle does not exist fully in the Material Plane. At the end of its turn, it vanishes into a rift of chaos and reappears at the start of its next turn in any unoccupied space within 100 feet of where it vanished. While vanished, it cannot take damage or be targeted by any effects.

Phantasmal Surge: Armityle is designed for pure offense. On its turn, its melee attacks deal an additional 55 (10d10) force damage (included in the attacks). On any other creature's turn, it is "hollow," and its AC drops to 15.

Trinity Core: Armityle possesses the traits of its components:

• Uria's Heat: Creatures starting their turn within 20 feet of Armityle take 14 (4d6) fire damage.

• Hamon's Aegis: While Armityle is on the field, no other allied Fiends or Elementals can be targeted by attacks.

 Raviel's Hunger: Whenever a creature is reduced to 0 HP within 60 feet, Armityle regains 30 hit points.

Actions

Multiattack: Armityle makes three attacks: one with its Chaos Bite and two with its Fist of Annihilation.

Chaos Bite: Melee Weapon Attack: +18 to hit, reach 15 ft. Hit: 21 (2d10 + 10) piercing damage plus 55 (10d10) force damage.

Fist of Annihilation: Melee Weapon Attack: +18 to hit, reach 10 ft. Hit: 19 (2d8 + 10) bludgeoning damage plus 55 (10d10) force damage.

Celestial Chaos Blast (Recharge 5–6): Armityle combines fire, lightning, and shadow into a 150-foot line that is 20 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 110 (20d10) damage. The damage is a mix of fire, lightning, and necrotic.

Legendary Actions

• Flicker: Armityle teleports up to 60 feet to an unoccupied space it can see.

• Soul Siphon (Costs 2 Actions): Armityle targets one creature within 60 feet. The target must succeed on a DC 24 Constitution saving throw or take 33 (6d10) necrotic damage, and its maximum HP is reduced by that amount.

• Dimensional Rift (Costs 3 Actions): Armityle tears the fabric of reality. Each creature within 30 feet must succeed on a DC 24 Charisma saving throw or be banished to a demiplane of chaos until the end of Armityle's next turn.

 

 

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

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Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
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Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

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If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/25/2026 1:58:45 AM
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skylargeske13

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