Hecatoncheires by Mesozord
Hecatoncheires
Elite Gargantuan monstrosity (titan), any (90% any evil alignment)
Armor Class 20 (natural armor)
Hit Points 1,434 ((35d20 + 350)x2; bloodied 717)
Speed 120 ft.
STR | DEX | CON | INT | WIS | CHA |
30 (+10) | 15 (+2) | 30 (+10) | 12 (+1) | 10 (+0) | 24 (+7) |
Savings Throws Str +19, Dex +11, Con +19
Skills Athletics +19, Intimidation +16, Perception +18
Damage Resistances cold, fire
Damage Immunities lightning; bludgeoning, piercing, and slashing that is nonmagical and not adamantine
Condition Immunities charmed, exhaustion, frightened, petrified
Senses truesight 1,000 ft., passive Perception 28
Languages All, telepathy 500 ft.
Challenge 32 (390,000 elite XP)
Proficiency Bonus +9
Abominable Nature. The hecatoncheires is immune to any spell or effect that would alter its form, control its mind, detect its thoughts, ascertain its emotions, or magic that would put it to sleep.
Abomination (Elite Trait, recharges after a short or long rest). If the hecatoncheires is bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, and it can use its its elite actions.
Colossal. The hecatoncheires' space is 100 feet by100 feet and it is 160 feet tall and it has advantage on saving throws against being physically pushed or knocked prone by a creature without the colossal trait. Additionally, when a Medium or smaller creature is hit by an attack, any adjacent creature is subject to the same attack, using the same attack result. The hecatoncheires deals double damage to objects and structures.
Limited Magic Immunity. Unless it wishes to be affected, the hecatoncheires is immune spells of 3rd level or lower. Additionally, it has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the hecatoncheires has disadvantage on the attack roll.
Magic Weapons. The hecatoncheires’s weapon attacks are considered magical weapons for overcoming resistances.
Multiple Heads. The hecatoncheires has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, paralyzed or knocked unconscious.
Multiple Limbs The hecatoncheires’s arms can be targeted separately. Any attack that does enough damage to overcome its Thick Skin trait destroys an arm. An area effect can target 1 limb for every 10 foot of radius.
Reactive. The hecatoncheires can take 25 reactions, but only 2 per turn.
Thick Skin. The hecatoncheires is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 10 hit points of damage, in which case it takes damage as normal.
Unstoppable. At any time, requiring no action, the hecatoncheires can take 30 hit points of damage and immediately end one condition or effects it is suffering. After taking the damage, the hecatoncheires cannot take reactions until the end of the next creature's turn.
ACTIONS
Multiattack. The hecatoncheires makes 25 attacks: any combination of attacks, but no more than 10 ranged attacks. However, the hecantoncheires can only make one attack on each Medium or smaller target, two attacks on each Large target, four attacks on each Huge target and eight attacks on each Gargantuan target. If a creature has the colossal trait, the DM determines how many attacks can target that creature.
Battle Axe. Melee Weapon Attack: +19 to hit, reach 80ft., one target.
Hit: 28(4d8 + 10) slashing damage and the target must make a DC 19 Constitution saving throw or have its speed reduce in half until the end of its next turn.
Slam. Melee Weapon Attack: +19 to hit, reach 80ft., one target.
Hit: 24 (4d6 + 10) bludgeoning damage and the creature must make a DC 27 Strength saving throw be knocked prone, pushed 20 feet or, if it is Medium or smaller, grappled.
Sword. Melee Weapon Attack: +19 to hit, reach 80ft., one target.
Hit: 32 (4d10 + 10) slashing damage.
Rock. Ranged Weapon Attack: +19 to hit, range 600 ft., one target.
Hit: 32 (4d10 + 10) bludgeoning damage.
Innate Spellcasting. The hecatoncheires’ spell casting ability is Charisma (spell save DC 24). dream larva can innately cast the following spells, requiring no material components:
At-will:
fly, dispel magic
1/day each:
imprisonment, scrying
Planar Leap (1/Day)*. The hecatoncheires cast the plane shift spell (self only). It arrives on the new plane by falling from the sky, crashing to the ground in an explosion of thunder and fire. Each creature within 500 feet of the point where the hecatoncheires lands must make a DC 27 Dexterity saving throw, taking 35 (10d6) bludgeoning damage, 35 (10d6) fire damage, and 35 (10d6) thunder damage on a failed save, or half as much damage on a successful one. Additionaly, the area becomes difficult terrain for all Huge or smaller creatures.
*DM Note: If you start an encounter with the hecatoncheires arriving via a planar leap, increase the encounters CR to 35 and it is XP rewards to 265,000 / 530,00 (Mythic).
REACTIONS
Sacrificial Parry. If the hecatoncheires is hit by an attack, it can choose to have one of it arms hit instead.
LEGENDARY ACTIONS
The hecatoncheires 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. If the hecatoncheires has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The hecatoncheires regains spent legendary actions at the start of its turn.
Many Hands. The hecatoncheires uses its Multiattack action.
Regenerate. The hecatoncheires regains 30 hit points or regenerates one limb.
Move (Costs 2 Actions). The hecatoncheires moves half its speed.
Spellcasting (Costs 3 Actions). The hecatoncheires cast as spell.
ELITE ACTIONS
If the hecatoncheires' elite trait is active, it can use the options below as legendary actions for 1 hour after using Abomination.
Throw (Cost 3 Actions). Any Large or smaller object held or creature grappled by the hecatoncheires is thrown up to 120 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked prone.