Angron (5e Creature)

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Gargantuan fiend (titan), chaotic evil

Armor Class 19 (natural armor)
Hit Points 592 (32d20 + 256)
Speed 40 ft., fly 80 ft.

29 (+9) 14 (+2) 26 (+8) 17 (+3) 19 (+4) 21 (+5)

Saving Throws Str +18, Con +17, Wis +13, Cha +14
Skills Athletics +18, Intimidation +14, Perception +13
Damage Resistances acid, cold, lightning, psychic
Damage Immunities fire, necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft.; passive Perception 23
Languages Abyssal, Common, Infernal
Challenge 29 (135,000 XP)

Legendary Resistance (3/Day). If the daemon prince fails a saving throw, it can choose to succeed instead.

Butcher’s Nails. Spellcasters within 60 feet of Angron have disadvantage on Constitution saving throws made to maintain concentration on their spells.

Discorporation. When the daemon prince is reduced to 0 hit points or dies, its body is destroyed but its essence travels back to its domain in the Abyss, and it is unable to take physical form for a time.

Magic Resistance. The daemon prince has advantage on saving throws against spells and other magical effects.

Magic Weapons. The daemon prince’s weapons are magical.

Mark of Khorne. Angron has advantage on all Strength checks and saving throws.

Rage Aura. Each creature that starts its turn within 30 feet of Angron must make a DC 22 Wisdom saving throw. On a failed save, a creature goes berserk. On each of its turns while berserk, a creature attacks the nearest creature it can see with a melee weapon attack. 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, that creature is immune to Angron’s rage aura for 24 hours.

Reckless. At the start of his turn, Angron can gain advantage on all melee attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.

Siege Monster. Angron’s weapons deal double damage to objects and structures.


Multiattack. Angron uses its Frightful Presence. It then makes three greatsword attacks.

Greatsword. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (5d6 + 9) slashing damage and and 16 (3d10) fire damage. If Angron scores a critical hit, roll the damage dice thrice instead of twice.

Fire Breath (Recharge 5-6). Angron breathes fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.

Rain of Blood (Recharge 6). Boiling blood rains from the sky in a 120-foot radius of Angron. Each creature within that area must make a DC 22 Dexterity saving throw, taking 45 (10d8) acid damage and 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of Angron’s choice that is within 60 feet of Angron and aware of him must make a DC 22 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 Angron’s Frightful Presence for 24 hours.


Angron 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. Angron regains spent legendary actions at the start of his turn.

Attack. Angron makes a greatsword attack.
Overrun (Costs 2 Actions). Angron charges up to 40 feet in a straight line that is 20 feet wide. All creatures in its path must make a DC 19 Dexterity saving throw. On a failed save, they take 44 (8d10) bludgeoning damage and are knocked prone. On a successful save, they take half as much damage and aren’t knocked prone.
Fire Breath (Costs 3 Actions). Angron uses its Fire Breath attack if it is available.

Angron the World Eater is a daemon prince of Khorne and a fallen son of the god-emperor. Broken and consumed by boundless rage, this dreadful titan wages war across the lower planes in the Blood God’s name.

The Forsaken Gladiator. It is said that the god-emperor’s twenty sons were scattered across the multiverse soon after their birth, forcing him to track them down over centuries. Legends tell that Angron arrived on a brutal world where he was quickly enslaved and forced to fight in gladiatorial death matches for the amusement of a corrupt aristocracy. Having bonded with his fellow gladiators, Angron staged a revolt and they escaped into the mountains. It was there, as the gladiators were preparing to make their final stand, that the god-emperor found Angron and asked him to join his crusade. When Angron refused, the emperor took him regardless and left the other gladiators to die. Angron would never forgive his father for this, and it was but one of many reasons why he followed his brother Horus into betraying the imperium.

The Rage of a Beast. When Angron was made a slave, his masters implanted a wicked device into his skull known as the Butcher’s Nails. It picked at his brain, leaving him in a constant state of rage and making it impossible for him to concentrate for long periods of time. Even the finest healers could not remove the Nails from Angron’s skull, and it was slowly killing him. To save him, the dark prophet Lorgar enacted a terrible ritual in which he offered up the souls of every person in the city of Angron’s former enslavers to Khorne. The sacrifice was accepted, and Angron was forever transformed into a daemon prince. The Butcher’s Nails no longer afflict him, but his rage remains forever undimmed.

The Eater of Worlds. Angron is said to have burned entire worlds in his time, and him being summoned into the material plane is an apocalyptic event. Where Angron walks, boiling blood falls from the sky, and men who are not paralyzed with fear turn on one another as the World Eater’s fury overwhelms them with savage bloodlust. The Black Blade, his unholy greatsword, blazes with ebony fire and can cleave half a dozen men in twain with a single stroke. Only the strongest and most disciplined armies could hope to unmake his physical form and banish him back to the Abyss.

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