Scion of Surtur

Gargantuan giant (titan), typically lawful evil

Armor Class

20 (natural armor)

Hit Points

546 (28d20 + 252)

Speed

60 ft.

Saves

dex +11, cha +13

Skills

athletics +18, perception +15

Damage Resistances

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

Damage Immunities

fire

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified

Senses

truesight 120 ft.

Languages

Giant, Primordial

Challenge

25

Proficiency Bonus

+8

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 Lava Blade or Lava Ball, as well as two Slam attacks.

Lava Blade

Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 18 (4d8) fire damage.

Lava Ball

Ranged Weapon Attack: +18 to hit, range 120/480 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage plus 10 (3d6) fire 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.

Lava Wave (Recharge 5-6)

The scion emits a wave of lava from its blade, hands, or mouth in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 60 (11d10) fire damage and has the restrained condition from being embedded in hardening rock. A creature can make a DC 25 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 40 hit points, and it is immune to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only.

Earth-Shaking Movement (Bonus Action)

The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 26 Constitution saving throw or lose concentration.

Incendiary Smoke (Bonus Action)

The scion causes smoke and white-hot embers to billow from its skin, filling a 30-foot-radius sphere centered on itself that moves with it. While the scion's skin billows smoke, ranged attacks against the scion are made with disadvantage. A creature that moves into the smoke for the first time on a turn or starts its turn there must succeed on a DC 25 Constitution saving throw or take 14 (4d6) fire damage. The scion's skin stops billowing smoke after 1 minute, when the scion dies, or when the scion uses this bonus action to stop the smoke.