Magnesium Titan (5e Creature)
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Gargantuan giant, chaotic good (20%), chaotic neutral (60%), or chaotic evil (20%)
Saving Throws Str +11, Dex +6, Con +9
Brave. The giant has advantage on saving throws against being frightened.
Brute. When the giant hits with a melee weapon attack, the attack deals one extra die of the weapon's damage to the target (included in the attack).
Multiattack. The giant makes three fist attacks.
Fist. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 29 (6d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Exploding Fists (Recharge 6). The giant builds up so much molten rock in its firsts, it causes an explosion within a 10 ft. radius. For 1 minute, the giant's first attacks deal an extra (4d6) fire damage.
Summon Fire Elemental (1/Day). The giant summons a fire elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes until it dies, or until its summoner dismisses it as an action.
Unbridled Fury. In response to being hit by a melee attack, the giant can make one melee weapon attack with advantage against the attacker. It may substitute the melee attack with a grapple attempt.
Magnesium titans are foul blooded behemoths who train by punching holes in mountainsides. Their skin is rough and dry, like sandstone, and glowing cracks, filled with molten rock, are strung about their fists and all around their glowing red-yellow eyes. They live among and rule over magnesium giants, as they are the most powerful in the tribe and spend their time, not spent training, fighting, or hunting, procreating.