War Titan

Huge fiend (titan), any chaotic

Armor Class

18 (natural armor)

Hit Points

207 (18d12+90)

Speed

40 ft.

Saves

Str +12, Con +10

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities

exhaustion, frightened, stunned

Senses

darkvision 120 ft.

Languages

Celestial, Infernal, Abyssal

Challenge

16

Legendary Resistance (3/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.

Magic Weapons

The titan's weapon attacks are magical.

Well-Armed

The titan can take one reaction on every turn in a combat.

Actions

Multiattack

The titan makes two melee weapon attacks.

Longsword

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) slashing damage.

Blade Storm (Recharge 5-6)

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.

Legendary actions

Legendary Actions

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.

Attack

The titan makes one attack.

War Cry (Costs 2 Actions)

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.

Hold the Line (Costs 2 Actions)

The titan gains 26 (4d12) temporary hit points.