| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +19 |
| DEX | 30 | +10 | +19 |
| CON | 30 | +10 | +19 |
| Mod | Save | ||
|---|---|---|---|
| INT | 26 | +8 | +17 |
| WIS | 12 | +1 | +1 |
| CHA | 1 | −5 | −5 |
Immutable Form. The titan can’t shape-shift.
Legendary Resistance (6/Day). If the titan fails a saving throw, it can choose to succeed instead.
Magic Resistance. The titan has Advantage on saving throws against spells and other magical effects.
Steam Absorption. Whenever the titan is subjected to Acid or Fire damage, it regains a number of Hit Points equal to the Acid or Fire damage dealt.
Steam Jets. At the end of the titan's turn, each creature within 20 feet of the titan takes 21 (6d6) Acid damage plus 21 (6d6) Fire damage.
Multiattack. The titan makes four attacks, using Bladed Arm, Fiery Bolt, or Harpoon in any combination.
Bladed Arm. Melee Attack Roll: +19, reach 30 ft. Hit: 38 (8d6 + 10) Slashing damage plus 21 (6d6) Fire damage.
Fiery Bolt. Ranged Attack Roll: +19, range 240 ft. Hit: 55 (10d10) Fire damage plus 27 (5d6 + 10) Piercing damage.
Harpoon. Ranged Attack Roll: +19, range 500 ft. Hit: 36 (8d8) Piercing damage, and the titan can either move itself within 20 feet of the target, or the target within 20 feet of itself.
Spellcasting. The titan casts one of the following spells, requiring no Material components and using Dexterity as the spellcasting ability (save DC 27, + 19 to hit with spell attacks):
At Will: Guiding Bolt (level 7 version), Power Word Fortify, Sunbeam
2/Day: Mass Heal
Steam Blast (Recharge 6). Constitution Saving Throw: DC 27, each creature in a 150-foot Cone. Failure: 49 (14d6) Acid damage plus 49 (14d6) Fire damage, and the target is pushed 30 feet straight away from the titan and gains the Blinded and Poisoned conditions until the start of their next turn. Success: Half damage only.
Repair (Recharge 5-6). The titan and any structures of its choice within 60 feet all regain 78 (12d12) hit points. The titan ends any negative condition on itself.
Legendary Action Uses: 3 (4 in lair). Immediately after another creature’s turn, Umerthalmorn can expend a use to take one of the following actions. Umerthalmorn regains all expended uses at the start of each of its turns.
Grapple. The titan uses Harpoon.
Dash and Slash. The titan moves up to its speed without provoking opportunity attack and uses Bladed Arm.
Liquify (3 Legendary Actions). The titan recharges Steam blast and then uses it. When it does this, creature that fail the save are pushed an extra 30 feet away from the titan.
Description
This massive mechanical titan normally stands stationary, a statue guarding the city, watching over it. But if the city should ever be attacked by a threat too big for the army or the mage's guild to handle, the titan will whir to life, thrumming with the power of an incredible number of steam engines, powered by two portals, one to the plane of water and one to the plane of fire. This gives the titan an endless power supply to protect its city. The titan isn't a mindless robot either. The mage's guild poured their collective intellect into the titan to create a very intelligent arcane sentience that would be able to reason and make decisions quickly. Its body and weapons were created by the smiths of the city using resources and money gathered from the citizens' taxes after the city was attacked by a powerful army that its own was not able to defeat. You see, the city it guards sits atop a powerful source of arcane energy that most other kingdoms would love to get their hands on. So, they need a defender to protect them. That is why they built the Brass Titan, to protect their city. And it will fight to the death, do anything, to protect it and keep its citizens safe.
Previous Versions
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8/11/2026 4:58:19 PM
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8/11/2026 5:05:01 PM
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8/12/2026 5:56:31 PM
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8/12/2026 6:28:04 PM
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8/12/2026 6:32:41 PM
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8/13/2026 3:11:27 PM
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8/13/2026 3:26:30 PM
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8/14/2026 2:20:38 PM
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8/14/2026 7:36:28 PM
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