Rock Titan

Gargantuan elemental, neutral

Armor Class 22 (natural armor)

22 (natural armor) Hit Points 488(25d20 + 225)

488(25d20 + 225) Speed 45ft., 45 ft. burrow

STR DEX CON INT WIS CHA 30 (+10) 19 (+4) 28 (+9) 2 (-4) 19 (+4) 21 (+5)

Saving Throws Wis +9, Cha +10

Wis +9, Cha +10 Condition Immunities exhaustion, paralyzed, petrified, poisoned

exhaustion, paralyzed, petrified, poisoned Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities Poison

Poison Senses passive Perception 14

passive Perception 14 Languages Terran

Terran Challenge 21

Siege Monster. The Rock Titan deals double damage to objects and structures.

Magic Resistance. The Rock Titan has advantage on Saving Throws against spells and other magical effects.

Fast Burrow. If the Rock Titan moves at least 30 ft towards a hostile creature using its burrow speed, it can use a bonus action make one slam attack.

Spiked Carapace. Whenever a creature misses the Rock Titan with a melee attack the creature suffers 15 (3d6) piercing damage.

Natural Weapons. The Rock Titan's attacks are considered magical for the purpose of overcoming resistances.

Legendary Resistances (3/day). If the titan fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The elemental can use its frightful presence. It can then make one slam attack, one backhand attack, and one spike attack. The Rock Titan can replace its slam attack with a crush attack.

Slam. Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 27 (3d10 + 10) bludgeoning damage. If the creature is Large or smaller it must make a DC 18 Strength Saving Throw or be grappled by the titan. The titan can only grapple one creature in this manner at a time.

Backhand. Melee Weapon Attack: +16 to hit, reach 20ft., one target. Hit 29 (3d12 + 10) bludgeoning damage. Additionally, the creature must make a DC 20 Strength Saving Throw or be pushed back 20 ft.

Spike. Ranged Weapon Attack: +9 to hit, range 60/120., one target. Hit 15 (2d10 + 4) piercing damage.

Crush. A creature that is grappled by the Rock Titan the Rock Titan begins to crush. The creature must make a Constitution Saving Throw, on a failed save taking 43 (6d10 + 10) bludgeoning damage, or half as much on a success.

Frightful Presence. Each creature of the Rock Titan's choice within 60 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Rock Titan's Frightful Presence for the next 24 hours.

Earthen Shards (Recharge 6). The Rock Titan sends out a cascade of earthen spikes from its hands. Each creature within a 60 ft. cone centered on the Rock Titan must make a DC 20 Dexterity Saving Throw, on a failed save taking 83 (15d10) piercing damage, or half as much on a success.

Legendary Actions

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

Attack. The Rock Titan makes an attack.

Move. The Magma Titan moves up to its speed.

Spike Fissure (Costs 2 Actions). The Rock Titan sends up earthen spikes from the ground in a 20 ft. wide 120 ft. long line. Each creature in the line must make a DC 20 Dexterity Saving Throw, on a failed Save taking 33 (6d10) fire damage, or half as much on a successful save. All terrain in this line becomes difficult terrain.