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Forge Titan CR: 10

Huge to Huge construct, unaligned
Armor Class: 19
Hit Points: 168 (16d12 + 64) 16d12+64
Speed: 30 ft

STR

21 +5

DEX

10 +0

CON

18 +4

INT

12 +1

WIS

10 +0

CHA

5 -3

Saving Throws: Str +9, Con +8, Wis +3
Skills: Magic Resistance. The Forge Titan has advantage on saving throws against spells and other magical effects.   Merged Consciousness. The Forge Titan has been formed from the merger of several dwarven automatons. It can take an additional action on its turn, which can only be used to make a Spider Claw attack or use its Web of Lightning ability.   Magnetic Pull (Recharge 4-6). The Forge Titan creates a powerful magnetic field. Each creature within a 30-foot radius that is wearing metal armor or carrying metal weapons must succeed on a DC 15 Strength saving throw or be pulled 15 feet closer to the Forge Titan. If the creature is pulled into the Forge Titan's space, it takes 5 (1d10) fire damage from contact with the Titan's heated body.   Heated Body. A creature that touches the Forge Titan or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.   Siege Monster. The Forge Titan deals double damage to objects and structures.   Stability. The Forge Titan has advantage on strength saving throws to avoid being knocked prone.
Damage Vulnerabilities: cold
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison, psychic, fire, lightning
Condition Immunities: harmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses: darkvision 120 ft., passive Perception 11
Languages: understands Dwarvish but can't speak
Challenge Rating: 10
Proficiency Bonus: +6

Actions

Multiattack. The Forge Titan makes two Forge Axe attacks and one Spider Claw attack.   Forge Axe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 5) slashing damage plus 7 (2d6) fire damage.   Spider Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 10 (3d6) lightning damage.   Web of Lightning (Recharge 5-6). The Forge Titan shoots electrified webbing in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 21 (6d6) lightning damage and becomes grappled (escape DC 16). If they fail the save by 5 or more, they are restrained instead of grappled. If they fail by 10 or more, they are stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the stunned condition on a success. The webbing lasts for 1 minute or until the Forge Titan uses this action again.   Steam Blast (Recharge 5-6). The Forge Titan exhales scalding steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The Forge 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 Forge Titan regains spent legendary actions at the start of its turn.   Axe Swipe. The Forge Titan makes one Forge Axe attack.   Stomp (Costs 2 Actions). The Forge Titan stomps the ground, causing a shockwave. Each creature within a 15-foot radius must succeed on a DC 16 Dexterity saving throw or be knocked prone and take 7 (2d6) thunder damage.   Discharge (Costs 3 Actions). The Forge Titan releases a burst of electrical energy. Each creature within 20 feet must make a DC 16 Constitution saving throw, taking 17 (5d6) lightning damage on a failed save, or half as much damage on a successful one.

Lair Actions

On initiative count 20 (losing initiative ties), the Forge Titan can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:   Vents in the floor release jets of steam. Each creature within 10 feet of a vent must make a DC 15 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.   The forge erupts, sending molten metal across the room. Each creature within a 20-foot radius of the forge must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.   Creatures within 60 feet that are wearing metal armor or carrying metal weapons must succeed on a DC 15 Strength saving throw or be pulled 15 feet toward the Forge Titan. Creatures pulled this way that end their movement within 5 feet of the Forge Titan take 5 (1d10) fire damage from its heated body.


Statblock Type

Monster

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