Gargantuan Monstrosity (Titan), Unaligned
Armor Class 19 (natural armor)
Hit Points 558 (36d20 + 180)
Speed 80 ft., Climb 80 ft.
STR
19 (+4)
DEX
14 (+2)
CON
21 (+5)
INT
12 (+1)
WIS
17 (+3)
CHA
7 (-2)
Saving Throws STR +11, DEX +9, CON +12
Skills Athletics +11, Insight +10, Perception +10
Senses Blindsight 120 ft., Passive Perception 20
Languages --
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Magic Block. If the behemoth fails a saving throw, it can choose to succeed instead. Whenever it uses this ability it takes 6 ( 1d12) necrotic damage. For every subsequent use of this feature, the amount of necrotic damage is increased by 6 ( 1 d 12) necrotic damage. This feature resets after a long rest.


Leap Attack. If the behemoth attacks a creature within 1 O feet of it after landing from a jump but before moving, the target takes an extra 28 (8d6) bludgeoning damage.


Quick jumper. Opportunity attacks against the behemoth while it is airborn have disadvantage. Additionally, the behemoth can take the Dash action as a bonus action. The movement of that dash can only be one jump.

Standing Leap. The behemoth's long jump is up to 60 feet and its high jump is up to 40 feet, with or without a running start.


Tremors. When the behemoth lands after jumping at least 1O feet it causes violent tremors in the ground around it. Each creature within 1O feet of the behemoth must succeed on a DC 19 Dexterity saving throw, taking 15 (6d4) bludgeoning damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The behemoth makes two attacks with its claw.


Claw. Melee Weapon Attack: + 11 to hit, reach 1 O ft., one target. Hit: 31 ( 6d8 + 4) slashing damage.


Bite. Melee Weapon Attack: +11 to hit, reach 1 O ft., one target. Hit: 70 ( 12d10 + 4) piercing damage.


Ram. Melee Weapon Attack: +11 to hit, reach 1 O ft., one target. Hit: 56 (8d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed 40 feet backward.


Tail. The behemoth spins around striking forth with its tail. Each creature within 1 o feet of the behemoth must succeed on a DC 19 Dexterity saving throw, taking 44 (8d10) bludgeoning damage on a failed save, or no damage on a successful one. If the behemoth uses this after jumping 1O feet or more, it can add the leap attack damage to this ability.

Reactions

Crushing Leap. When a creature the behemoth can see moves within 40 feet of the behemoth, the behemoth can jump beside the creature and make a claw attack against it. 

Monster Tags: Titan

Habitat: Arctic

DaneFive

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