This site is games | books | films

Typhon “Father of Monsters”

Typhon "Father of Monsters"
My Images (midjourney.com)
  • Pantheon: Titans and Primordial Deities
  • Title: Father of Monsters
  • Symbol: A coiling serpent entwined around a shattered mountain, with flames and lightning arcing from the peak.
  • Home Plane: Tartarus, the deepest abyss of the Underworld
  • Level: 50 (Greater Deity)
  • Alignment: Chaotic Evil
  • Aliases:
    • The Storm-Bringer
    • The Earthshaker
    • The Titan of Vengeance
  • Superior: None (Typhon operates independently as a primordial entity)
  • Traditional Allies:
    • Monstrous creatures and aberrations of the underworld
    • Giants and other primordial beings
  • Traditional Foes:
    • The Olympian Gods
    • Heroes and mortals who seek to thwart his plans
    • Deities of Order and Civilization
  • Divine Artifact: The Chaos Stone
    • An ancient, dark gem that enhances Typhon’s destructive abilities and allows him to manipulate natural disasters at will.
  • Servants:
  • Cultists of Chaos
    • Fanatical worshipers who perform dark rituals to gain Typhon’s favor and channel his chaotic energies.
  • Lesser Titans and Demigods
    • Subordinate powerful beings who assist Typhon in his schemes and serve as his lieutenants.
  • Servitor Creatures:
  • Draconic Serpents
    • Massive, fire-breathing serpents that serve as both shock troops and symbols of Typhon’s wrath.
  • Chaos Giants
    • Titans of immense strength and destructive power, embodying the primal forces of chaos.
  • Elemental Beasts
    • Creatures of fire, lightning, and acid that represent the chaotic forces Typhon commands.
  • Sacred Animal: Serpent
  • Represents chaos, destruction, and Typhon’s ability to cause fear and havoc.
  • Manifestations:
  • Volcanic Eruptions
    • Symbolize Typhon’s anger and influence, reshaping landscapes with fire and lava.
  • Tempestuous Storms
    • Manifest his control over storms and chaos, often causing widespread devastation.
  • Earthquakes and Tidal Waves
    • Natural disasters that occur as signs of Typhon’s displeasure or presence.
  • Portfolio:
    • Destruction
    • Chaos
    • Revenge against the gods
  • Domains:
    • Chaos
    • Destruction
    • Storms
    • Earthquakes
  • Favored Weapon: Chaos Flail
  • A colossal flail imbued with destructive elemental energies, representing Typhon’s raw power and chaotic nature.
  • Favored Class: Warlock
  • Those who seek forbidden knowledge and dark power, often aligning with Typhon’s chaotic and destructive essence.
  • Favored Race: Giants
  • Their immense strength and primal nature align with Typhon’s own primordial and destructive qualities.
  • Gender: Male
  • Abode/ Base of Operations: The Abyssal Caverns of Tartarus
  • A volcanic realm of darkness and fire, filled with chaotic energy and ancient, twisted artifacts.
  • Affiliation(s): The Forces of Chaos
  • Entities and beings that thrive on disruption, disorder, and the chaotic elements of nature.
  • Significant Others: Echidna
  • A primordial figure often considered Typhon’s consort and the mother of many monstrous offspring, symbolizing a deep connection to chaos and monstrosity.

Typhon is a towering, nightmarish figure, easily over a thousand feet tall, with a form that embodies chaos and destruction. His body is a grotesque amalgamation of various creatures: his lower half is a coiling mass of colossal serpents, each one hissing and snapping with venomous fangs. His upper body is humanoid but covered in thick, dragon-like scales that shimmer with dark, volcanic hues. His arms are massive, muscled, and end in talon-like claws capable of rending the earth itself. Typhon’s head is a horrifying sight, with hundreds of serpent heads sprouting from his shoulders and neck, each one spitting fire, venom, or poison. His eyes burn with a fiery red glow, and his voice is said to be a cacophony of roars, hisses, and thunderous booms that can be heard for miles. Massive wings, leathery and bat-like, sprout from his back, casting a shadow over the land below.

Behavior:
Typhon is the embodiment of chaos and destruction, driven by an insatiable rage against the gods and all of creation. He is aggressive, relentless, and unpredictable, often shifting between calculated wrath and berserk fury. Typhon delights in spreading fear and devastation, uprooting mountains, causing earthquakes, and unleashing storms wherever he goes. His interactions with other beings are purely hostile; he has no allies among mortals or gods, as his very presence incites terror. Typhon is highly intelligent, capable of cunning strategies and manipulations, but he is ruled by his overwhelming hatred and desire for revenge.

Habitat:
Typhon’s lair is said to be deep within the bowels of the earth, beneath volcanic mountains or in the darkest, most treacherous caverns. Some myths place his home in the fiery depths of Tartarus, where he was imprisoned by the gods after his rebellion. Wherever he resides, the land around his domain is barren and scorched, with constant volcanic activity, boiling seas, and a sky perpetually darkened by ash and storms. This inhospitable environment serves as a natural barrier, deterring any who might seek him out.

Modus Operandi:
When Typhon emerges from his lair, it is usually to exact revenge against the gods or to wreak havoc on the world of mortals. He uses his vast array of powers to cause widespread destruction, unleashing torrents of fire and poisonous gases, summoning storms and earthquakes, and sending his serpentine legs to attack and constrict his enemies. Typhon often strikes with overwhelming force, using his size and strength to crush anything in his path. However, he is not above using cunning and deceit, laying ambushes and exploiting the fears of his adversaries. He often commands lesser monsters, such as giants and other creatures spawned from his own essence, to do his bidding and spread chaos in his name.

Motivation:
Typhon’s primary motivation is revenge against the Olympian gods who defeated and imprisoned him. He harbors a deep-seated hatred for Zeus and the other deities, seeking to overthrow them and reclaim his place as the supreme power of the cosmos. Typhon also desires to spread his own form of chaotic rule, a world where monsters reign and order is replaced by fear and destruction. His actions are driven by an ancient, primal urge to disrupt and dominate, embodying the raw, untamed forces of nature and chaos. Typhon’s fury is unending, and his desire for vengeance knows no bounds, making him one of the most dangerous beings in all mythology.


Gargantuan titan, chaotic evil

Armor Class: 28 (natural armor)
Hit Points: 1,200 (80d12 + 640)
Speed: 80 ft., climb 80 ft., fly 120 ft.


Ability ScoreStrengthDexterityConstitutionIntelligenceWisdomCharisma
Value35 (+12)24 (+7)34 (+12)30 (+10)32 (+11)34 (+12)

Saving Throws:

  • Strength +20
  • Dexterity +15
  • Constitution +20
  • Intelligence +18
  • Wisdom +19
  • Charisma +20

Skills:

  • Arcana +18
  • Intimidation +20
  • Perception +19
  • Survival +19

Damage Resistances: Acid, Fire, Lightning, Poison
Damage Immunities: Psychic, Bludgeoning, Piercing, Slashing from Nonmagical Attacks
Condition Immunities: Frightened, Charmed, Paralyzed, Petrified
Senses: Truesight 150 ft., Darkvision 150 ft., Passive Perception 29
Languages: Common, Infernal, Draconic, Primordial
Challenge: 50 (500,000 XP)
Proficiency Bonus: +16


Traits

  • Legendary Resistances (5/Day). If Typhon fails a saving throw, he can choose to succeed instead.
  • Tyrant’s Presence. As a bonus action, Typhon can exude an aura of terror. All creatures within 150 feet of him that can see him must succeed on a DC 34 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Typhon is within line of sight. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Typhon’s Tyrant’s Presence for the next 24 hours.
  • Serpentine Body. Typhon’s body is covered in thick, dragon-like scales that provide him with exceptional defense. Any creature that hits Typhon with a melee attack while within 15 feet of him takes 20 (6d6 + 12) piercing damage from his scales.
  • Chaos Affinity. Typhon can manipulate the environment around him to create chaotic effects. As a bonus action, he can cause the ground within 120 feet of him to become difficult terrain or create a localized storm (as per storm of vengeance spell, but centered on him) for 1 minute.

Actions

  • Multiattack. Typhon makes four attacks: one with his Bite, two with his Claws, and one with his Tail Swipe.
  • Bite. Melee Weapon Attack: +20 to hit, reach 20 ft., one target.
  • Hit: 50 (6d12 + 12) piercing damage plus 20 (5d8) fire damage.
  • Claw. Melee Weapon Attack: +20 to hit, reach 15 ft., one target.
  • Hit: 40 (4d10 + 12) slashing damage plus 20 (5d8) lightning damage.
  • Tail Swipe. Melee Weapon Attack: +20 to hit, reach 30 ft., one target.
  • Hit: 55 (6d10 + 12) bludgeoning damage.
  • The target must succeed on a DC 34 Dexterity saving throw or be knocked prone.
  • Divine Fury (Recharge 5–6). Typhon channels his ancient rage into a devastating attack. He exhales a cone of chaotic energy (120-foot cone). Each creature in that area must make a DC 34 Dexterity saving throw, taking 150 (30d8) fire, lightning, or acid damage (Typhon’s choice) on a failed save, or half as much damage on a successful one.

Reactions

  • Legendary Resistance (5/Day). If Typhon fails a saving throw, he can choose to succeed instead.
  • Wrathful Retaliation. When a creature within 60 feet of Typhon hits him with an attack, he can use his reaction to make one claw attack against that creature.

Legendary Actions

Typhon can take 4 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. Typhon regains spent legendary actions at the start of his turn.

  • Wing Attack (Costs 2 Actions). Typhon beats his wings. Each creature within 20 feet of him must succeed on a DC 34 Dexterity saving throw or take 45 (8d10 + 12) bludgeoning damage and be knocked prone. Typhon can then fly up to half his flying speed.
  • Tail Lash (Costs 2 Actions). Typhon makes a tail swipe attack.
  • Chaos Surge (Costs 3 Actions). Typhon unleashes a burst of chaotic energy. Each creature of Typhon’s choice within 120 feet must make a DC 34 Constitution saving throw, taking 85 (17d8) psychic damage on a failed save, or half as much damage on a successful one.
  • Summon Minions (Costs 4 Actions). Typhon summons 2d4 draconic serpents or chaos giants. These creatures act immediately after Typhon and obey his commands. They remain for 1 hour or until they are defeated or dismissed.

Lair Actions

On initiative count 20 (losing initiative ties), Typhon can take a lair action to cause one of the following effects. He can’t take the same lair action two rounds in a row:

  • Volcanic Eruption. The ground within 120 feet of Typhon erupts in fiery magma. Each creature in that area must make a DC 34 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the end of the next round.
  • Storm of Destruction. A storm of lightning, fire, and acid rains down in a 120-foot radius centered on a point Typhon can see within 300 feet. Each creature in that area must make a DC 34 Dexterity saving throw, taking 70 (15d10) damage of a type (fire, lightning, or acid) chosen by Typhon on a failed save, or half as much damage on a successful one.
  • Earthquake. Typhon causes the ground to shake violently. Each creature on the ground within 120 feet of Typhon must succeed on a DC 34 Dexterity saving throw or be knocked prone. The area becomes difficult terrain until the end of the next round.

Regional Effects

The region within 1 mile of Typhon’s lair is warped by his power, which creates the following effects:

  • Chaotic Weather. The weather in the area is perpetually stormy with frequent volcanic eruptions, torrential rain, and powerful winds.
  • Monstrous Growth. Plants and animals in the area mutate into monstrous forms. The flora and fauna are aggressive and dangerous, often reflecting the chaotic nature of Typhon.
  • Ground Tremors. Minor earthquakes and tremors are common in the region, causing occasional upheavals and instability.

Divine Artifacts

  • The Chaos Stone. An artifact of immense power, it amplifies Typhon’s chaotic abilities and allows him to control natural disasters. The stone grants Typhon advantage on all spellcasting and ability checks related to chaotic effects and natural disasters.

D&D 5E Epic Monsters: Typhon

Typhon DnD 5e BANNER.jpg

D&D 5E – Epic Monsters: Typhon | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

Bane of both mortals and gods, a deity with more snakes than you can throw a stick at: Typhon.

Also known as Typhoeus, Typhaon, or Typhos, this son of Gaia (Earth) and Tartarus (with help from Aphrodite) was created because Gaia was mad about the ascent of the Olympians and destruction of her Titan children. Or maybe he was birthed only by Gaia, or maybe by Hera when she got angry about Zeus birthing Athena by himself—depends on what tales you’re looking at.

Typhon’s got even more different descriptions than he has origins! We’re going with Apollodorus’ because that has the closest available artwork: a mountain-sized winged monster with a head that “brushed the stars”, a human form above the waist, snake coils under that, and fire coming out of his eyes.

Typhon married the half-woman half-snake Echidna and sired many, many monstrous offspring. The list grew over the years with new contributions by various sources, and now includes but is not limited to the Caucasian eagle, Cerberus, the Chimera, the Colchian dragon, the Crommyonian Sow, the medusa Gorgon, harpies, the dragon Ladon, the Lernaean Hydra, the Nemean Lion, Orthrus, Scylla, the Sphinx, some sea serpents, and even storm winds.

What Typhon’s best known for is trying to overthrow Zeus and there are (surprise surprise) many different accounts of how that went down, ranging from Typhon trying to jump him in his sleep, to most of the rest of the gods of Olympus fleeing in animal forms, Typhon being tricked by Pan into coming out into the open, and one where Zeus has his tendons ripped out and he’s thrown into a cave before returning to defeat Typhon. These largely all end the same way: Zeus seals Typhon beneath the earth (or into Tartarus), and that’s where earthquakes and volcanic eruptions come from.

Typhon

Gargantuan monstrosity, chaotic evil
Armor Class 20 (natural armor)
Hit Points 356 (23d20+115)
Speed 60 ft.

STRDEXCONINTWISCHA
27 (+8)​15 (+2)​21 (+5)​17 (+3)​19 (+4)​21 (+5)​

Skills Athletics +16, Perception +11
Damage Resistances cold, fire, lightning, thunder
Damage Immunities poison
Condition Immunities frightened, poisoned, stunned
Senses darkvision 120 ft., passive Perception 21
Languages Common, Primordial
Challenge 28 (120,000 XP)

Fiery Gaze. If Typhon isn’t incapacitated and can see, he can use a bonus action to unleash flames in a 60 foot-cone. Each creature in the area must make a DC 21 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Resistance (3/Day). If Typhon fails a saving throw, he can choose to succeed instead.

Magic Resistance. Typhon has advantage on saving throws made against spells and other magical effects.

Magic Weapons. Typhon’s weapon attacks are magical.

Primordial Poison. A creature immune to poison damage takes half damage from any poison damage dealt by Typhon.

Shoulder Snakes. A hundred snakes writhe from Typhon’s shoulders, snapping at everything in a 15-foot radius. When a creature starts its turn in the area or first enters into it on a turn, Typhon makes a Snake Shoulders attack against it.

ACTIONS
Multiattack. Typhon uses his Monstrous Emanations and makes two melee attacks.

Snake Hands. Melee Weapon Attack: +16 to hit, reach 25 ft., one target. Hit: 24 (3d10+8) piercing damage plus 21 (6d6) poison damage.

Snake Shoulders. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 17 (2d8+8) piercing damage plus 21 (6d6) poison damage.

Rock. Ranged Weapon Attack: +16 to hit, range 120/480 ft., one target. Hit: 34 (4d12+8) bludgeoning damage.

Monstrous Emanations. Typhon constantly emanates monstrous hisses, roars, and screams while he is not incapacitated. Each creature that starts its turn within 50 feet of Typhon and can hear the emanations must succeed on a DC 21 Wisdom saving throw. On a failure, the creature becomes frightened for 1 minute, and on a failure by 5 or more the creature is terrified, dropping anything it is holding. 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 Typhon’s Monstrous Emanations for the next 24 hours.

LEGENDARY ACTIONS
Typhon 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. Typhon regains spent legendary actions at the start of his turn.

  • Attack. Typhon makes a melee attack.
  • Fiery Gaze. Typhon uses his Fiery Gaze.
  • Scorching Whirlwind (Costs 2 Actions). Typhon erupts with fire and wind in a 60-foot radius. Each creature in the area must make a DC 21 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. A creature that takes 15 or more thunder damage is flung up to 30 feet in a random direction and knocked prone. If a thrown creature strikes an object, such as a wall or floor, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the thrown creature hits another creature, that creature must succeed on a DC 21 Dexterity saving throw or take the same damage as the thrown creature and be knocked prone.
    In addition, until the end of Typhon’s next turn other creatures that make ranged weapon attacks within the area have disadvantage.

MYTHICAL ACTIONS
When Typhon is reduced to 178 hit points or less, he gains the following legendary action options for 1 hour.

  • Virulent Poison. Until the end of his next turn, poison damage dealt by Typhon ignores resistances and immunities.
  • Sea Maelstrom (Costs 3 Actions). Typhon sends the sea around him into a maelstrom. Creatures within 100 feet of Typhon must make a DC 21 Strength saving throw or be knocked prone and pushed 50 feet away from him. For the next round, creatures within 50 feet of him must make a DC 21 Strength (Athletics) check to move in the water. Any creature that has a swim speed makes this check with advantage.

Typhon “Father of Monsters”

Typhon "Father of Monsters"
My Images (midjourney.com)

“Typhoeus was so huge that his head was said to brush the stars. He appeared man-shaped down to the thighs, with two coiled vipers in place of legs. Attached to his hands in place of fingers were a hundred serpent heads, fifty each hand. He was winged, with dirty matted hair and beard, pointed ears, and eyes flashing fire. Typhoeus hurled red-hot rocks at the sky and storms of fire boiled from his mouth.”

Typhon is the final son of Gaia, the Earth, this time by Tartarus, the cavernous void beneath. A monstrous giant with one human and ninety-nine animal heads, two hundred hands each tipped with fifty serpents, a pair of serpent tails for legs, giant wings, and a fire-breathing maw.

Typhon is among the most fearsome beasts to ever exist, a feature only fitting for a creature whose birth was inspired by the desire to slay gods.

After Zeus imprisoned the titans, just as Uranus had imprisoned the cyclops and hecatonchires, Gaia took it upon herself to orchastrate the demise of the newest rulers of the universe. Typhon, along with his sister and mate Echidna, were born of this desire to vengeance. Upon seeing Typhon, the gods turned themselves into animals and fled in terror, whilst Typhon attacked them with an apocalyptic might that threatened to shatter creation, throwing mountains and melting the stars with his breath.

Eventually Zeus regained his courage and faced his monstrous uncle, and the battle between the two brought forth destruction that the previous battle between the Olympians and Titans could not begin to compare to. Despite Typhon’s great power, however, Zeus was able to achieve victory. Typhon attempted to throw a mountain at Zeus, who in turn threw his thunderbolt. The projectiles collided, and the mountain fell upon Typhon, pinning him underneath with no means to lift it again.

Typhon continues to struggle under the mountain, spewing forth fire and death from within. It is unknown if he will ever free himself, but one should not expect the world to survive if he does.

Due to his Polyglot feat ancient Typhon speaks all languages.

Amongst his children by Echidna are Cerberus, the Lernaean Hydra, the Chimaera, the hundred-headed dragon Ladon, the Sphinx, the two-headed wolf Orthus, Ethon the eagle who tormented Prometheus, and the Nemean Lion.

But when Zeus had driven the Titans from heaven, huge Earth bare her youngest child Typhoeus of the love of Tartarus, by the aid of golden Aphrodite. Hesiod, Theogony 820-868

Used with permissiom from KingCrazyGenius

As seen in KingCrazyGenius’s thread at Dicefreaks

Typhon Father of Monsters
Titanic outsider (Chaotic, Extraplanar)
Hit Dice99d8+2079 (2871 hp)
Initiative+8 (+4 Dexterity, +8 Superior Initiative)
Speed80 ft.
AC68 (-16 size, +2 Dexterity, +46 natural, +17 deflection, +9 insight), touch 22, flat-footed 66
BAB/Grapple+99/+149
AttackBite +116 melee (10d6+30/19-20/+1d6/ Death DC 89) or claw +113 melee (8d6+30)
Full Attack100 bites +116 melee (10d6+30/19-20/+1d6/ Death DC 89) and four claws +113 melee (8d6+15)
Face/Reach200 ft./200 ft.
Special AttacksAura of terror, breath weapon, improved grab, swallow whole, trample 16d12+45
Special QualitiesCosmic entity, damage reduction 20/epic and lawful, fast healing 20, gaia’s protection, immunity to acid, cold, fire, and sonic, resistance to electricity 20, Spell Resistance 90, titan traits
SavesFortitude+78, Reflex +62, Will +66
AbilitiesStrength 70, Dexterity 21, Constitution 52, Intelligence 30, Wisdom 29, Charisma 44
SkillsBalance +107, Bluff +119, Climb +132, Concentration +123, Diplomacy +45, Disguise +21 (+33 acting in character), Gather Information +33, Intimidate+135, Jump +132, Knowledge (arcana) +112, Knowledge (dungeoneering) +112, Knowledge (history) +112, Knowledge (local [Olympus]) +112, Knowledge (nature) +112, Knowledge (religion) +112, Knowledge (the planes) +112, Listen +111, Sense Motive +111, Search +112, Spot +111, Survival+9 (+21 to follow tracks, in natural environment, underground, on other planes) Swim +132
FeatsAwesome Blow, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Grapple (b), Improved Initiative (b), Improved Multiattack, Improved Power Attack, Improved Sunder, Improved Toughness, Iron Will, lightning reflexes, Multiattack, Power Attack, Weapon Focus (bite)
Epic FeatsDevastating Critical (bite), Dire Charge, Epic Fortitude, Epic Reflexes, Epic Weapon Focus (bite), Epic Will, Improved Combat Reflexes, Improved Spell Resistance (x4), Overwhelming Critical (bite), Penetrate Damage Reduction (adamantine, cold iron, mithril, silver) Polyglot (b), Superior Initiative
EnvironmentAny
OrganizationSolitary or pair (Typhon plus Echidna)
Treasuretriple standard
Challenge Rating70
AlignmentChaotic neutral
Advancement

Combat

Typhon fights with his deadly breath weapon and one hundred dragon heads. However, his large number of necks prevents him from making more than ten attacks against a Small or smaller creature, fifteen attacks against a Medium-size creature, or twenty attacks against a Large creature in the same action (he can make all his attacks against a Huge or larger creature in one action).

Typhons natural weapons are treated as epic and chaotic-aligned weapons for the purpose of overcoming damage reduction.

Aura of Terror (Su) All creatures within 1000 ft. of Typhon must make a Will save (DC 74) or become panicked. Typhon can choose which creatures are affected. The save DC is Charisma-based.

Breath Weapon (Su) 200 ft. cone of meteors, poisonous acid vapors, and raw divine devastation, once every 1d4 rounds, damage 60d12 divine energy (cannot be resisted) plus 4d8 Constitution drain and 4d8 Charisma drain, Reflex DC 80 half. All of Typhon’s heads use this attack at once, and he can direct his heads in such a way so that every area within 200 ft. of him is affected five times. The save DC is Constitution-based.

Cosmic Entity Typhon is entitled to rank checks against deities and other cosmic entities. The Father of Monsters has a +15 to rank checks. Cosmic entities are not subject to the +4 strata differential.

Gaia’s Protection So long as Typhon stays in contact with solid ground, he gains a +15 divine bonus to armor class and damage reduction 15/- (not included in above statistics).

Improved Grab (Ex) To use this ability, Typhon must hit an opponent of up to one size smaller with one of his bite attacks. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, Typhon establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex) Typhon can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 20d8+20 points of bludgeoning damage and 20d8+20 points of acid damage per round from Typhon’s digestive tract, and must make a Fortitude save (DC 80) to avoid dying each round.

A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 100 points of damage to the gizzard (AC 30). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Typhon’s stomach can hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium, 512 Small, 2048 Tiny, or 8196 Diminutive or smaller opponents.

Trample (Ex) Reflex half DC 89. The save DC is Strength-based

Scroll to Top