“Chthonian Titan: The Colossal Earth-Shaper of Fire and Stone”
Chthonian Titan : Colossal subterranean behemoth of stone and magma, shaking the world with every step.

Buried for millennia beneath the earth’s crust, the Chthonian Titan is a primordial force of nature: a towering, stone-skinned giant with glowing magma veins. Its emergence turns mountains to rubble and caverns into cataclysms, making it one of the most feared terrors of the deep. It acts according to its instincts, neither good nor evil, indifferent to mortal concerns.
Appearance
A gargantuan humanoid of jagged stone, the Titan’s massive limbs and torso are streaked with molten veins. Its glowing eyes pierce the darkness of underground chambers, while cracks and fissures occasionally belch smoke or sparks. Its sheer size dwarfs all surroundings, radiating an overwhelming, earth-shattering presence.
Behaviour
Slow but relentless, the Titan waits patiently for centuries before surfacing. It reacts violently to threats and treats obstacles as minor irritations. Its intelligence is cold and elemental, guided by instinct rather than malice, making it a terrifying yet amoral force of nature.
Habitat
The Titan dwells in the deepest earth layers: caverns, magma chambers, and tectonically unstable zones. Territories can span hundreds of kilometers, often marked by earthquakes, fissures, and ruined landscapes.
Modus Operandi
It attacks by collapsing tunnels, hurling boulders, or crushing foes beneath its fists. Blind to sight, it tracks prey through vibrations, turning even the environment itself into a weapon. Its actions are reactive, aimed at preserving its domain rather than seeking conquest or revenge.
Motivation
Territorial and instinctive, the Chthonian Titan acts to maintain the balance of its subterranean realm. It awakens only when this balance is threatened, unleashing unstoppable, primal force without malice or conscious intent.
Chthonian Titan 5e 2024
Chthonian Titan, Pathfinder
Chthonian Titan 3.5
Chthonian Titan

Colossal elemental guardian of the deep earth, a living mountain of stone and molten veins that shakes the land with every step.
Gargantuan monstrosity, true neutral
Armor Class 22 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 40 ft., burrow 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 12 (+1) | 30 (+10) | 12 (+1) | 18 (+4) | 12 (+1) |
Saving Throws
STR +17, CON +17, WIS +11
Skills
Perception +11, Athletics +17, Stealth +8 (while underground)
Damage Resistances
Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities
Fire, Poison, Psychic
Condition Immunities
Charmed, Frightened, Poisoned
Senses
Darkvision 120 ft., Tremorsense 120 ft., Passive Perception 21
Languages
Terran, understands Common but does not speak
Challenge 26 (90,000 XP)
Traits
Colossal Presence. Any creature that starts its turn within 30 ft. of the Titan must succeed on a DC 24 Strength saving throw or be knocked prone.
Earth Glide. The Titan can burrow through nonmagical, unworked earth and stone at its burrow speed without disturbing the material.
Magma Veins. A creature that touches the Titan or hits it with a melee attack takes 21 (6d6) fire damage.
Legendary Resistance (3/Day). If the Titan fails a saving throw, it can choose to succeed instead.
Spellcasting
The Titan is a 15th-level spellcaster. Spellcasting ability: Wisdom (spell save DC 19, +11 to hit with spell attacks). It has the following spells prepared:
- Cantrips (at will): Mold Earth, Control Flames, Shocking Grasp
- 1st–3rd level (slot usage varies): Earth Tremor, Maximilian’s Earthen Grasp, Fireball, Heat Metal, Erupting Earth
- 4th–5th level: Stoneskin, Wall of Fire, Wall of Stone, Cone of Cold
- 6th–7th level: Investiture of Stone, Fire Storm
The Titan casts spells primarily to manipulate terrain, damage clustered foes, or create barriers.
Actions
Multiattack. The Titan makes three attacks: one fist and two stone slams.
Fist. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage.
Stone Slam. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (3d10 + 10) bludgeoning damage; DC 24 Strength save or be knocked prone.
Magma Burst (Recharge 5–6). The Titan emits molten veins in a 30-ft radius. Each creature must make a DC 24 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half on success.
Reactions
Earthquake Step. When a creature moves within 20 ft., the Titan can stomp, forcing all creatures in the area to succeed on a DC 24 Dexterity save or fall prone.
Legendary Actions
The Titan can take 3 legendary actions, choosing from the options below. Only one can be used at a time at the end of another creature’s turn. The Titan regains spent actions at the start of its turn.
- Move. The Titan moves up to its speed without provoking opportunity attacks.
- Slam. The Titan makes one stone slam attack.
- Magma Shock (Costs 2 Actions). 15-ft. cone of molten energy. DC 24 Dexterity save, 27 (6d8) fire damage on failure, half on success.
Tactics
The Titan emerges from beneath the earth to control terrain and surprise foes. It favors multi-target attacks, collapsing tunnels, and environmental hazards to funnel enemies. It uses Tremorsense to detect hidden or burrowing creatures. Its actions are instinctive and territorial, not malicious; it fights to defend its domain and maintain balance.
Regional Effects
When the Titan dwells nearby:
- Frequent minor earthquakes and tremors occur.
- Volcanic and geothermal activity increases.
- Subterranean tunnels and caves may collapse unpredictably.
- Surface vegetation near its lair often wilts due to heat and vibration.
Chthonian Titan

Colossal elemental guardian of the deep earth, a living mountain of stone and molten veins that shakes the land with every step.
CR 26; XP 155,200
NE Huge elemental (earth, fire)
Defense
AC: 38, touch 12, flat-footed 38 (+10 natural, +1 Dex, +17 size)
HP: 615 (30d10+450); Fort +24, Ref +12, Will +14
Defensive Abilities: Legendary Resistance 3/day, Colossal Presence, Earth Glide
DR: 15/adamantine; Immune: fire, poison, psychic; SR: 30
Offense
Speed: 40 ft., burrow 60 ft.
Melee: Fist +32 (4d12+10), Stone Slam +32 (3d10+10, DC 24 Strength or prone)
Special Attacks: Magma Burst 45-ft. radius (10d8 fire, DC 24 Dex, recharge 5–6)
Spell-Like Abilities (CL 15th, caster level 15):
Mold Earth, Control Flames, Shocking Grasp (at will);
Earth Tremor, Maximilian’s Earthen Grasp, Heat Metal, Fireball (3/day);
Erupting Earth, Wall of Fire, Stoneskin, Wall of Stone, Investiture of Stone, Fire Storm (1/day each)
Statistics
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 30 (+10) | 12 (+1) | 30 (+10) | 12 (+1) | 18 (+4) | 12 (+1) |
Base Atk +30; CMB +40; CMD 53
Feats: Power Attack, Cleave, Improved Bull Rush, Improved Overrun, Combat Reflexes, Great Fortitude, Iron Will
Skills: Perception +25, Stealth +17 (while underground), Survival +15, Athletics +40
Languages: Terran; understands Common but cannot speak
Special Abilities
Colossal Presence (Ex): Creatures starting their turn within 30 ft. must succeed on DC 24 Strength save or be knocked prone.
Earth Glide (Ex): Burrows through nonmagical, unworked earth or stone at full speed without disturbing it.
Magma Veins (Ex): Melee attackers or touching creatures take 6d6 fire damage.
Legendary Resistance (Ex, 3/day): May succeed on a failed saving throw.
Combat Tactics
The Titan strikes from underground, using Earth Glide to ambush foes and Magma Burst to disrupt clusters. It collapses tunnels to control terrain and exploits tremorsense to detect hidden enemies. Actions are instinctive and territorial, not malicious, combining raw power with environmental hazards.
Ecology
Environment: Subterranean caverns, volcanic chambers, tectonically unstable regions
Organization: Solitary
Treasure: Standard
Special Effects: Presence causes minor earthquakes, volcanic activity, collapsing tunnels, and wilting vegetation nearby.
Chthonian Titan

You see a colossal humanoid, if this hecatomb thing could be said to be related to humanity in any way. Its arms are as towers, its legs as mounds; its chest is a furnace and its head is like a world full of chaos and destruction.
Monster Encyclopaedia II: The Dark Bestiary
Author J. C. Alvarez
Series Monster Encyclopaedia
Publisher Mongoose Publishing
Publish date 2005
Chthonian titans are not made of normal, or even extraplanar flesh and bone; their essence is that of inchoate pandemonium, of the primal hyper-material mud from which the universe was moulded. They appear as raging Colossal humanoids with varying monstrous features, such as an uneven number of eyes or limbs; fire coming out of their eyes, mouths or hair; gigantic claws and so on. Their skin is usually some dreary shade of red, brown or black.
Chthonian titans speak Abyssal.
| Chthonian Titan | |
| Colossal outsider (Chaotic, Evil, Extraplanar) | |
| Hit Dice | 36d8+726 (882 hp) |
| Initiative | +4 |
| Speed | 100 ft. (20 squares) |
| AC | 38 (-8 size, +36 natural), touch 2, flat-footed 38 |
| Base Attack/Grapple | +36/+76 |
| Attack | Slam +52 melee (3d6+24) |
| Full Attack | 2 slams +52 melee (3d6+24) |
| Space/Reach | 30 ft. /30 ft. |
| Special Attacks | Chthonian traits, epic spell-like seeds |
| Special Qualities | Chthonian traits, damage reduction 20/epic, Darkvision 60 ft., Low-Light Vision, Spell Resistance 41 |
| Saves | Fort +42, Ref +20, Will +25 |
| Abilities | Strength 59, Dexterity 10, Constitution 51, Intelligence 8, Wisdom 16, Charisma 32 |
| Skills | Climb +51, Concentration +50, Craft (any one) +26, Intimidate +38, Jump +51, Knowledge (any one) +26, Listen +30, Search +26, Spot +30, Swim +51 |
| Feats | Awesome Blow, Cleave, Diehard, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Overrun, Iron Will, Power Attack, Toughness (2) |
| Environment | Chaotic evil planes |
| Organisation | Solitary |
| Challenge Rating | 30 |
| Treasure | None |
| Alignment | Always chaotic evil |
| Advancement | 37-66 HD (Colossal) |
| Level Adjustment | – |
Combat
No two chthonian titans are alike, so they all have different attack methods. As a rule, they prefer to use their godlike chthonian traits rather than normal melee attacks or spelllike abilities.
Chthonian Traits (Ex): Chthonian titans are creatures of chaos, and as such their physical features are jumbled and confusing. These diverse physical features are usually accompanied by unique special abilities, which no two chthonian titans share.
Every chthonian titan has 1d3 of the following traits, chosen or randomly determined from the table below. These traits are just examples; a Games Master may come up with different chthonian traits as he sees fit.
| Chthonian Traits | ||
| D100 Roll | Trait | Explanation |
| 01-05 | Breath weapon | The chthonian titan may breathe a cone of acid, cold, fire, electrical, negative energy or poison (choose one) dealing 18d6 damage; a Reflex save (DC equal to 10 + half the chthonian titan’s Hit Dice + the chthonian titan’s, Constitution modifier) is allowed for half damage |
| 06-08 | Chaotic mind | The chthonian titan gains a +4 racial bonus on Will saves, plus any creature using a Divination spell targeted on the chthonian titan must in turn succeed at a Will save (DC equal to 10 + half the chthonian titan’s Hit Dice + the chthonian titan’s Wisdom modifier) or become confused (as the spell) for one full minute |
| 09-14 | Claws | Substitute slam damage for 4d6 claw damage |
| 15-20 | Curved horns | The chthonian titan gains a secondary gore attack, which deals 4d6 damage plus one-and-a-half its Strength modifier |
| 21-23 | Digging claws | Substitute slam damage for claw damage; the chthonian titan gains a burrow speed equal to half its base movement speed |
| 24-29 | Energy touch | The chthonian titan deals an additional 3d6 damage on a successful slam or claw attack; this additional damage may be acid, cold, electrical, fire or negative energy (choose one) |
| 30-35 | Extra arms | The chthonian titan gains 1d4 new arms, each of which can be used to make a separate primary attack during a full attack action; the chthonian titan gains improved grab as a special attack |
| 36-38 | Extra head | +8 racial bonus to Listen, Search and Spot checks; can use one weapon in each hand without any penalty to the attack roll |
| 39-41 | Extra legs | The chthonian titan gains 1d4 new legs. Each leg adds a +10 to base speed and a +2 racial bonus to Climb, Jump, Swim and Tumble checks |
| 42-47 | Fanged maw | The chthonian titan gains a secondary bite attack dealing 4d6 damage plus Strength modifier; if it has the improved grab ability, it gains the swallow whole attack as well |
| 48-50 | Fishlike tail | The chthonian titan gains a Swim speed equal to its base movement speed; it can move on land by pushing itself with its arms at a speed equal to half its base movement speed |
| 51-53 | Flippers | The chthonian titan gains a Swim speed equal to half its base movement speed |
| 54-56 | Insect-like limbs | The chthonian titan gains a Climb speed equal to half its base speed and a +8 bonus on Climb checks |
| 57-62 | Oversized arms | One (75%) or two (25%) of the chthonian titan’s arms are disproportionately large; slam damage with the oversized arms increases to 4d8 plus one-and-a-half Strength modifier and the chthonian titan gains improved grab as a special attack |
| 63-67 | Pitch-black skin | The chthonian titan gains a +8 racial bonus on Hide checks, which rises to +12 in darkness |
| 68-72 | Poison attack | The chthonian titan injects poison (Fortitude save DC equal to 10 + half the chthonian titan’s Hit Dice + the chthonian titan’s Constitution modifier; initial and secondary damage 2d8, Constitution) with either its bite, claw, slam or tail attack (choose one) |
| 73-75 | Poisonous blood | The chthonian titan gains a +4 on Fortitude saves, plus any creature making a successful melee attack against it must succeed on a Reflex save or be poisoned (Fortitude save DC equal to 10 + half the chthonian titan’s Hit Dice + the chthonian titan’s Constitution modifier; initial and secondary damage 2d8 Constitution) |
| 76-80 | Reptilian tail | The chthonian titan gains a secondary tail attack dealing 4d6 damage plus one-and-a-half its Strength modifier |
| 82-85 | Rock-like skin | The chthonian titan gains a +10 bonus to its natural armour and a +4 bonus to Hide checks made among rocks; reduce the chthonian giant’s Dexterity score by 2 |
| 87-90 | Scales | Increase natural armour bonus by +8 |
| 92-95 | Very large eyes | The chthonian titan gains a +8 racial bonus on Intimidate, Search and Spot checks |
| 95-99 | Wings | A set of batlike, birdlike, fanlike or insect wings giving the chthonian titan Fly speed equal to its base speed, with poor maneuverability |
| 00 | – | Roll twice, with each 00 counting as an additional roll (do not reroll double 00s) |
Epic Spell-Like Seeds: Chthonian titans have access to the destroy and energy epic spell seeds, just as if they were spell-like abilities. They may develop a different effect every time they use one of these seeds. Using an epic spell speed is a full-round action for a chthonian titan. A chthonian titan requires no Spellcraft check to use or develop epic spell effects based on these seeds.
Buy me a coffee