Ulamog

(Plane Shift: Zendikar )

Huge celestial (titan), Unaligned

Armor Class22 (natural armor)
Hit Points313 (19d12 + 190)
Speed50 ft., fly 50 ft., swim 50 ft.
STRDEXCONINTWISCHA
30 (+10) 21 (+5) 30 (+10) 21 (+5) 22 (+6) 27 (+8)
Saving ThrowsCha +15, Int +12, Str +17, Wis +13
SkillsInsight +13, Persuasion +15
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiesbludgeoning, piercing, slashing from nonmagical attacks
Condition Immunities—
Sensestruesight 120 ft., passive Perception 16
Languagesall
Challenge23

Traits

Legendary Resistance (3/Day).

If Ulamog fails a saving throw, it can choose to succeed instead.

Magic Resistance.

Ulamog has advantage on saving throws against spells and other magical effects.

Magic Weapons.

Ulamog's weapon attacks are magical.

Actions

Maul.

Melee Attack Roll: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of Ulamog's next turn.

Bolt.

Ranged Spell Attack Roll: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.

Legendary Actions

Attack.

Ulamog makes one attack.

Bolster.

Ulamog bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of Ulamog's next turn.

Trembling Strike (Costs 2 Actions).

Ulamog strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of Ulamog must succeed on a DC 25 Strength saving throw or be knocked prone.

Innate Spellcasting

Ulamog's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: greater restoration, pass without trace, water breathing, water walk

1 each/day: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)