18 (natural armor)
207 (18d12+90)
40 ft.
Str +12, Con +10
bludgeoning, piercing, and slashing from nonmagical weapons
exhaustion, frightened, stunned
darkvision 120 ft.
Celestial, Infernal, Abyssal
16
If the titan fails a saving throw, it can choose to succeed instead.
The titan has advantage on saving throws against spells and other magical effects.
The titan's weapon attacks are magical.
The titan can take one reaction on every turn in a combat.
The titan makes two melee weapon attacks.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) slashing damage.
The titan swings its weapons in a whirlwind of steel. Each creature within 10 feet of the titan must make a DC 20 Dexterity saving throw, taking 18 (4d8) bludgeoning damage, 18 (4d8) piercing damage, and 18 (4d8) slashing damage on a failed save, or half as much damage on a successful one.
The titan 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 titan regains spent legendary actions at the start of its turn.
The titan makes one attack.
Each creature within 120 feet of the titan that can hear it must succeed on a DC 16 Wisdom saving throw or take 10 (4d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
The titan gains 26 (4d12) temporary hit points.