___
> ## Warforged Tyrant
>*Huge Construct, unaligned*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 230 (20d12+100)
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|9 (-1)|20 (+5)|3 (-4)|11 (+0)|1 (-5)|
>___
> - **Damage Vulnerabilities** Acid
> - **Damage Resistances** Fire; Bludgeoning,
> - Piercing, and Slashing from Nonmagical Attacks 
> - that aren't Adamantine
> - **Damage Immunities** Psychic, Poison
> - **Condition Immunities** Charmed, Exhaustion,
> - Frightened, Paralyzed, Petrified, Poisoned, Prone
> - **Senses** Darkvision 120 ft., Passive Perception 10
> - **Languages** None
> - **Challenge** 11 (7200 XP)
> ___
> ***Immutable Form.*** The Warforged Titan is immune to any spell effect that would alter its form.
> 
> ***Magic Resistance*** The Warforged Titan has advantage on saving throws against spells and other magical effects.
>
> ***Magic Weapons.*** The golem's weapon attacks are magical.
> 
>
> ### Actions
> ***Multiattack.*** The golem makes two Slam attacks.
>
> ***Slam.*** *Melee Weapon Attack:* +10 to hit, reach 10ft., one target. *Hit:* 22 (3d10 + 6) blugeoning damage. 
>
> ***Fire Breath (Recharge 5-6).*** The titan exhales hot steam in a 15-foot cone. Each creature in that area must make a DC 17 dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one.
> 
> ***Frightful Presence.*** Each creature of the titan's choice that is within 120 feet of the Titan and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 titan's Frightful Presence for the next 24 hours.
>
> ***Sweeping Strike.*** The Warforged Tyrant drags his hammer along the ground at an extreme speed.  All creatures within a 10 foot arc around him must make a DC 18 Dexterity saving throw.  On a successful save, the attack is unsuccessful.  On a failed save, the target takes 14 (2d6+6) damage and is thrown 15 feet in a straight line away from the Warforged Tyrant and is knocked prone.
>
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> ***Piercing Hook.*** Ranged Weapon Attack: +11 to hit, reach 60 ft., up to two targets within 15 feet of eachother.  Hit: 12 (1d10+6) piecring damage and the target is pulled to within 10 feet of the Warforged Tiytan
>
> ### Legendary Actions
> The Warfroged Tyrant 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
aboleth regains spent legendary actions at the start of its turn.
>
> ***Move.*** The Warforged Tyrant moves up to half his movement without proviking opportunity attacks.
>
> ***Piercing Hook (2 Actions).*** The Warforged Tyrant uses his Piercing Hook ability.
>
> ***Eye Ray (3 Actions).*** The Warforged Tyrant fires a beam of light out of its eyes and uses one of his eye ray's randomly at a chosen target within 90 feet.
>1. Paralyzing Ray. The targeted creature mu st succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
>2. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
>4. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.
>6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the Mad Tyrant moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the Mad Tyrant's next turn or until the Mad Tyrant is incapacitated .  If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction . 
>8. Petrification Ray. The targeted creature must make a DC 15 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified until freed by the greater restoration spell or other magic. 
>10. Slow Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.