Scion of Memnor

Gargantuan giant (titan), typically chaotic neutral

Armor Class

20 (natural armor)

Hit Points

656 (32d20 + 320)

Speed

60 ft., fly 80 ft.(hover), canHover true ft.

Saves

dex +12, cha +16

Skills

arcana +15, perception +14

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

thunder

Condition Immunities

charmed, frightened, paralyzed, petrified

Senses

truesight 120 ft.

Languages

Giant, Primordial

Challenge

26

Proficiency Bonus

+8

Flyby

The scion doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Legendary Resistance (6/Day)

If the scion fails a saving throw, it can choose to succeed instead.

Magic Resistance

The scion has advantage on saving throws against spells and other magical effects.

Siege Monster

The scion deals double damage to objects and structures.

Actions

Multiattack

The scion makes one attack using Cloud Morningstar or Wind Javelin, as well as two Slam attacks.

Cloud Morningstar

Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) force damage plus 22 (4d10) thunder damage.

Wind Javelin

Ranged Weapon Attack: +18 to hit, range 120/480 ft., one target. Hit: 42 (5d12 + 10) thunder damage, and the target must succeed on a DC 26 Strength saving throw or have the prone condition.

Slam

Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) force damage.

Thunderous Vortex (Recharge 5-6)

The scion magically creates a vortex of wind in a 60-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in the sphere must succeed on a DC 24 Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close as possible to the center. Then a burst of thunder erupts in a 30-foot-radius sphere centered on the same point. Each creature in that area takes 52 (8d12) thunder damage and must succeed on a DC 24 Constitution saving throw or have the stunned condition until the end of its next turn.

Fog of Deception (Bonus Action)

The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each creature in that area must make a DC 24 Wisdom saving throw. On a failed save, a creature has the charmed condition until the end of its next turn. While it has the charmed condition, the creature must use its action to make a melee attack against a creature other than itself of the scion's choice. If no creature is within its reach, the affected creature makes a ranged attack against a creature of the scion's choice, throwing its weapon if necessary. On a successful save, a creature is immune to the scion's Fog of Deception for the next 24 hours.