Titan Madness
Huge  Celestial Titan

Armor Class 22  (natural)
Hit Points 310  
Speed 10 , burrow 0 , fly 10 , swim 10

30  (+10) 21  (+5) 30  (+10) 21  (+5) 22  (+6) 27  (+8)
Saving Throws Str +17, Int +12, Wis +13, Cha +15
Damage Immunities Bludgeoning, Piercing, Slashing
Senses truesight, passive Perception 16
Challenge 23  
Legendary Resistance. 3 uses automatic succeed on save after failure.
Innate Spellcasting. At will: Greater restoration, water walk. (1/day) Earthquake, Fire Storm..
Magic Resistance. Has advantage on spell and magic saving throws.
Magic Weapons. Weapon attacks are magical. .
Sword. Melee Weapon Attack: +17 to hit, reach 2, one target. Hit: 30 slashing damage. DC 15 Constitution or be stunned until next turn
Bolt. Ranged Weapon Attack: +15 to hit, range 12, one target. Hit: 25 choice damage. acid, cold, fire, force, lightning, radiant, or thunder
Trembling Strike. Titan strikes ground, DC 25 Strength save or be knocked prone within 12 Melee
Restoration. Target creature loses charmed or petrified condition.
Waterwalk. Target creature gains the ability to walk across any liquid. Ignores water, slippery, icy, acid, and lava terrain.
Earth Quake. 1 uses Ground in radius 20 is treated as difficult terrain. Failed save creatures are knocked prone. Does not effect flying creatures unless they are already prone. Fissures open to create pit terrain in 1d6 locations. Pits are 1d20 deep.DC 23 Constitution save
Fire Storm. 1 uses A sheet of flame appears affecting up to 10 targets. Dexterity save for half.DC 23 Dexterity save for 40 Fire