The Ragnar

Gargantuan monstrosity (titan), chaotic evil

Armor Class

18 (natural armor)

Hit Points

296 (17d20 + 119)

Speed

40 ft., climb 20 ft.

Saves

Con +13, Wis +7

Skills

Perception +7

Damage Immunities

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

Condition Immunities

charmed, frightened, paralyzed, poisoned, prone

Senses

darkvision 90 ft.

Languages

-

Challenge

20

Keen Smell

The Ragnar has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (3/Day)

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

Magic Resistance

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

Siege Monster

The Ragnar does double damage to objects and structures.

Actions

Multiattack

The Ragnar makes one bite attack and two slam attacks.

Bite

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Slam

Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.

Legendary actions

Legendary Actions (3/Turn)

The Ragnar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Ragnar regains spent legendary actions at the start of its turn.

Swat Away

The Ragnar makes a slam attack. If the attack hits, the target must succeed on a DC 17 Strength saving throw or be pushed 15 feet in a straight line away from the Ragnar. If the saving throw fails by 8 or more, the target falls prone.

Tail Attack (Costs 2 Actions)

Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Bite Attack (Costs 3 Actions)

The Ragnar makes a bite attack.