Titan, “The Earthshakers”
“Unleash the raw power of the colossal Titan Lords—ancient giants that wield the very forces of nature itself!”
- Appearance: Titans are colossal, god-like beings towering over mortals, typically standing between 30 to 60 feet tall. Their physical forms resemble that of giants but are more awe-inspiring and imposing. Their skin is often made of stone, metal, or other elemental materials, reflecting their deep connection to the forces of nature. Some Titans have features such as glowing eyes, flowing manes of flame or storm clouds, and armor-like scales. Their musculature is massive, with limbs as thick as trees and hands capable of crushing mountains. Their faces often convey an ancient wisdom or a deep-seated rage, with expressions frozen in time.
- Behavior: They are often aloof, embodying the raw, untamable forces of nature. They are not inherently evil but are driven by an ancient, almost instinctual need to maintain balance or assert their dominance over the world. Some Titans may exhibit bursts of rage or destructive tendencies, especially when provoked, while others prefer to exist in solitude, watching over their domains. Titans communicate rarely, often through thunderous roars or mystical phenomena, and their actions are slow but deliberate. They are fiercely territorial and view themselves as the rightful rulers of the land, reacting with violent force against any who encroach upon their realms.
- Habitat: They are typically found in the most remote, inhospitable places of the world, such as the peaks of mountain ranges, the depths of oceans, or in the heart of raging storms. Their homes are often vast citadels made of elemental material, such as floating islands of stone, volcanoes that reach into the heavens, or enormous caverns deep beneath the earth. Some Titans are said to dwell in the very heart of the world, where they shape and control the natural elements. The environment itself often echoes the Titan’s power—storms rage across the skies, earthquakes tremble the ground, and natural disasters are frequent.
- Modus Operandi: Titans manipulate the forces of nature to suit their needs. They can call down lightning, cause the earth to tremble, summon raging storms, or raise massive walls of rock and ice. In combat, they are slow but methodical, using overwhelming physical strength and devastating elemental magic to crush opponents. They are often indifferent to the lives of mortals, seeing them as insignificant creatures caught in the web of nature’s vast power. While they are not typically driven by greed or personal vendettas, Titans will take action to protect their realms or punish those who challenge their authority.
- Motivation: Their motivations vary depending on their connection to the elements they embody, but they are generally driven by a deep need for dominance and balance in the world. Some are guardians of specific natural forces, ensuring that the elemental powers of the world remain in harmony. Others may be motivated by a desire for vengeance, especially against those who dared to defy them in the past. In some cases, Titans are remnants of an ancient age, driven by an unyielding instinct to restore an era of primordial power. They may view mortals as either distractions or as creatures to be dominated, but many Titans have little interest in directly meddling with the affairs of smaller races unless provoked.
Titans represent the primal, untamed forces of the world, acting as both guardians and destroyers of the natural order, often unaware—or unconcerned—of the impact they have on mortal civilizations.
Titan of the Primordial Age 5e
Titan, The Worldshaper 5e
Titan, The Earthshaker 5e
Flame Titan 5e
Frost Titan 5e
Titan 3.5
Titan, The Worldshaper
Huge Elemental, Neutral Evil
Armor Class: 23 (natural armor)
Hit Points: 700 (40d12 + 280)
Speed: 60 ft., burrow 50 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
28 (+9) | 16 (+3) | 30 (+10) | 22 (+6) | 20 (+5) | 18 (+4) |
Saving Throws: Str +16, Dex +10, Con +17, Wis +12, Cha +11
Skills: Athletics +16, Arcana +13, Insight +12, Perception +12, Nature +13
Damage Resistances: Bludgeoning, Piercing, and Slashing from non-magical attacks
Damage Immunities: Fire, Necrotic, Thunder
Condition Immunities: Frightened, Paralyzed, Stunned
Senses: Truesight 120 ft., passive Perception 22
Languages: Primordial, Terran, Celestial, Infernal
Challenge Rating: 26 (85,000 XP)
Traits
- Legendary Resistance (3/Day). If it fails a saving throw, it can choose to succeed instead.
- Elemental Affinity. The Titan has resistance to fire and thunder damage. Additionally, it is immune to non-magical fire, thunder, and necrotic damage.
- Shaping the World. It can manipulate terrain within a 1-mile radius of it. It can cause the earth to shift, raise mountains, crack the ground to release lava, or cause trees and vines to grow rapidly. This effect creates difficult terrain and can be used to block paths, impede movement, or create defensive barriers.
- Aura of Terrifying Majesty. Its mere presence causes fear in those nearby. Creatures within 60 feet of the Titan must succeed on a DC 22 Wisdom saving throw or be 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.
- World-Eater’s Resilience. The Titan regains 30 hit points at the start of its turn if it is standing on natural ground (earth, stone, or dirt).
Actions
- Multiattack. It makes four attacks: one with its Fist of Terra, one with its Molten Swing, one with its Earthquake Stomp, and one with its Worldripper Blast.
- Fist of Terra. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 55 (8d10 + 9) bludgeoning damage.
- Molten Swing. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 60 (8d12 + 9) fire damage.
- Earthquake Stomp (Recharge 5–6). The Titan stomps the earth with tremendous force. All creatures within 40 feet of the Titan must make a DC 22 Dexterity saving throw or take 80 (12d10 + 9) bludgeoning damage and be knocked prone. On a successful save, creatures take half damage and are not knocked prone.
- Worldripper Blast. Ranged Weapon Attack: +16 to hit, range 120 ft., one target. Hit: 70 (10d10 + 9) necrotic damage. The target must succeed on a DC 22 Constitution saving throw or be cursed with the Mark of the Worldshaper for 1 minute. While cursed, the target takes an additional 20 (3d10) necrotic damage at the start of each of its turns.
- Shattering Wave (Recharge 5–6). The Titan unleashes a wave of destructive force in a 60-foot cone. Each creature in the area must make a DC 22 Strength saving throw or take 90 (20d8) thunder damage and be knocked 30 feet away. On a successful save, creatures take half damage and are pushed 15 feet.
Legendary Actions
The Titan 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. The Titan regains spent legendary actions at the start of its turn.
- Searing Fissure. The Titan causes a fissure to open in the earth, spewing molten lava in a 20-foot wide line up to 60 feet long. Each creature in the area must make a DC 22 Dexterity saving throw or take 40 (8d8) fire damage and 30 (6d6) bludgeoning damage, or half as much on a successful save.
- Stoneform Strike (Costs 2 Actions). The Titan slams its fist into the ground, sending a shockwave that knocks all creatures within 30 feet to the ground. Each creature must make a DC 22 Strength saving throw or take 35 (5d10) bludgeoning damage and be knocked prone.
- Magma Torrent (Costs 3 Actions). The Titan summons a torrent of magma, creating a 40-foot radius of lava around it. The area is treated as difficult terrain, and any creature that enters it or starts its turn there must make a DC 22 Dexterity saving throw or take 50 (9d10) fire damage.
Regional Effects
The area within 5 miles of the Titan’s lair becomes an inhospitable landscape warped by its immense power. These effects are present as long as the Titan is alive:
- Elemental Crags. The landscape around the Titan’s lair is marked by sharp, jagged rock formations, cracks that emit steam, and areas where the ground constantly shifts. It is difficult terrain for any creature not attuned to the element of earth.
- Fluctuating Gravity. The Titan’s power distorts the natural forces of the world, causing gravity to fluctuate in its vicinity. All creatures within 5 miles of the Titan’s lair must succeed on a DC 15 Constitution saving throw or experience disorientation, moving at half speed for 1 hour.
- Eruptions of Earth. Periodic volcanic eruptions and geysers of molten rock and fire are commonplace near the Titan’s lair. Creatures in the area must succeed on a DC 20 Dexterity saving throw or take 50 (10d10) fire damage from falling rocks, or half as much on a successful save.
- Shifting Terra. The terrain itself is unstable, making it impossible for structures to remain in one place. Settlements within the region are abandoned, or their buildings collapse periodically. Any attempt to build or fortify a structure is met with failure.
Lore
The Worldshaper Titan is an ancient being of overwhelming power, forged from the primordial forces of the earth, magma, and storm. Originally created to safeguard the balance between the elemental forces, it was corrupted by its own desire to reshape the world according to its own chaotic vision. Over time, the Titan grew disillusioned with the world and its civilizations, viewing them as fleeting distractions to the raw beauty of the earth itself.
It slumbers deep within the volcanic heart of a great mountain, and every few centuries, it awakens in fits of rage, remaking the world around it. Mountains rise, valleys collapse, and entire landscapes are changed in its wake. The Titan’s ultimate goal is to remake the world into a chaotic masterpiece of elemental destruction, a place where only those who embrace the raw power of the earth may survive.
Legends speak of a way to bind the Titan back into its slumber, but none have succeeded. The only certainty is that those who disturb its lair are never heard from again.
Role in Campaigns
The Worldshaper Titan serves as the ultimate elemental force and a devastating force of nature. As a long-term villain, it could be the cause of natural disasters, pushing the players to find ways to either seal it away, strike a balance with its elemental fury, or defeat it outright. If the players choose to face the Titan, they may find themselves in a brutal confrontation where every step is against the clock as they attempt to stop the Titan from destroying the world.
Magic Items Associated with the Titan
- Heart of the Worldshaper (Wondrous Item, Legendary). This enormous gem, once the core of the Worldshaper, grants the bearer control over the elements of earth and fire. When attuned, the wearer can cast Wall of Stone at will and can cast Fireball (3rd level) once per day.
- Gauntlets of Terra’s Grasp (Wondrous Item, Rare). These gauntlets grant the wearer advantage on Strength checks and allow them to cast Earthquake once per day. Additionally, they can create a Rock Wall that provides cover for 1 minute.
Statuesque beings of heroic proportions. They have agile minds and powerful bodies. They have incredible strength and beauty. They are masters of their own fate. A titan is about 25 feet tall and weighs about 14,000 pounds.
A race that was old when the world was young, titans are very near to the divine. This nearness inspired bitterness in the hearts of the mightiest titans, and when they grew jealous of the adulation the gods received from mortals, they began a crusade to destroy mortal life.
Some believe that the titans were the first children of the gods—if this myth is true, then the fact that they waged war upon the gods becomes even more tragic.
Titan | |
Huge outsider (Chaotic, Extraplanar) | |
Hit Dice | 20d8+280 (370 hp) |
Initiative | +1 |
Speed | 40 ft. in Half-plate armor (8 squares); base speed 60 ft. |
Armor Class | 38 (-2 size, +19 natural, +11 +4 Half-plate armor), touch 8, flat-footed 38 |
Base Attack/Grapple | +20/+44 |
Attack | Gargantuan +3 adamantine warhammer +37 melee (4d6+27/x3) or +3 javelin +22 ranged (2d6+19) or slam +34 (1d8+16) |
Full Attack | Gargantuan +3 adamantine warhammer +37/+32/+27/+22 melee (4d6+27/?3) or +3 javelin +22 ranged (2d6+19) or 2 slams +34 (1d8+16) |
Space/Reach | 15 ft./15 ft. |
Special Attacks | Oversized weapon, spell-like abilities |
Special Qualities | Damage reduction 15/lawful, Darkvision 60 ft., Spell Resistance 32 |
Saves | Fort +26, Ref +13, Will +21 |
Abilities | Strength 43, Dexterity 12, Constitution 39, Intelligence 21, Wisdom 28, Charisma 24 |
Skills | Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16 |
Feats | Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning) |
Environment | Tartarus or the Prime Material Plane |
Organization | Solitary or pair |
Challenge Rating | 21 |
Treasure | Double standard plus +4 Half-plate armor and Gargantuan +3 adamantine warhammer |
Alignment | Always chaotic (any) |
Advancement | 21-30 HD (Huge); 31-60 HD (Gargantuan) |
Level Adjustment | – |
Combat
Its natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.
Oversized Weapon (Ex) A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty.
- Spell-Like Abilities At will-chain lightning (DC 23), charm monster (DC 21), cure critical wounds (DC 21), fire storm (DC 24), greater dispel magic, hold monster (DC 22), invisibility, invisibility purge, levitate, persistent image (DC 22), polymorph (humanoid forms only, duration 1 hour);
- 3/day-etherealness, word of chaos (DC 22), summon nature’s ally IX;
- 1/day-gate, maze, meteor swarm (DC 26). Caster level 20th.
The save DCs are Charisma-based.
In addition, titans of good or neutral alignment can use the following additional spell-like abilities:
- At will-daylight, holy smite (DC 21), remove curse (DC 21);
- 1/day-greater restoration.
Caster level 20th.
The save DCs are Charisma-based. Titans of evil alignment can use the following additional spell-like abilities: At will-bestow curse (DC 21), deeper darkness, unholy blight (DC 21); 1/day-crushing hand (DC 26). Caster level 20th. The save DCs are Charisma-based.
Tactics Round-By-Round
Titans enjoy combat and usually close with their foes. If that proves ineffective, they swiftly back off and pelt the foe with spell-like abilities and magical effects. Because of a titan’s Quicken Spell-Like Ability feat, it can use chain lightning as a free action, and frequently attacks in melee while lashing out with this ability at the same time.
Prior to combat Invisibility Purge or invisibility.
- Round 1 Charge and attempt to sunder the weapon of the most dangerous foe. Hurl chain lightning at opponents standing away from the fight.
- Round 2 Full attack against the disarmed opponent, and hurl chain lightning at other opponents.
- Round 3 Back away from first opponent and use maze or meteor swarm on any spellcaster causing trouble.
- Round 4 Sunder the weapon of the next most effective combatant, or use greater dispel magic on all nearby opponents.
- Round 5 Full attack against any nearby opponent, or use fire storm.
Use another quickened chain lightning if foes seem really dangerous.
A titan usually reserves its gate and etherealness abilities to escape a fight that is not going well.
See Also Elder Titan
Titan, The Earthshaker
Huge Elemental, Chaotic Evil
Armor Class: 22 (natural armor)
Hit Points: 800 (40d12 + 400)
Speed: 60 ft., burrow 50 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 14 (+2) | 30 (+10) | 20 (+5) | 24 (+7) | 22 (+6) |
Saving Throws: Str +19, Dex +9, Con +19, Wis +14, Cha +13
Skills: Athletics +19, Insight +14, Perception +14, Survival +14
Damage Resistances: Bludgeoning, Piercing, and Slashing from non-magical attacks
Damage Immunities: Fire, Thunder
Condition Immunities: Frightened, Paralyzed, Stunned
Senses: Truesight 120 ft., passive Perception 24
Languages: Primordial, Terran, Infernal
Challenge Rating: 25 (75,000 XP)
Traits
- Legendary Resistance (3/Day). If the Titan fails a saving throw, it can choose to succeed instead.
- Tremor Sense. The Titan can sense vibrations in the ground within 120 feet of it. It automatically detects the location of any creature or object in contact with the ground, even if they are invisible.
- Siege Monster. The Titan deals double damage to objects and structures.
- Earthshaker Aura. The ground within 60 feet of the Titan is difficult terrain for all creatures that are not Titans. Additionally, creatures of Huge size or smaller within range must succeed on a DC 21 Strength saving throw or be knocked prone at the start of their turn.
- Volcanic Resistance. The Titan has resistance to all forms of fire and heat-based damage and can move freely through lava without taking damage.
Actions
- Multiattack. The Titan makes three attacks: one with its Rock Fist, one with its Lava Slam, and one with its Crushing Stomp.
- Rock Fist. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 55 (8d10 + 10) bludgeoning damage.
- Lava Slam. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 70 (10d10 + 10) fire damage.
- Crushing Stomp. Melee Weapon Attack: +19 to hit, reach 10 ft., all creatures within 20 feet of the Titan. Hit: 50 (7d10 + 10) bludgeoning damage, and creatures must succeed on a DC 21 Dexterity saving throw or be knocked prone.
- Molten Wave (Recharge 5–6). The Titan causes the earth to tremble as magma erupts from the ground in a 90-foot cone. Each creature in the area must make a DC 21 Dexterity saving throw, taking 90 (20d8) fire damage and 45 (10d8) bludgeoning damage on a failed save, or half as much damage on a successful save.
- Crack the Earth (Recharge 5–6). The Titan slams its fist into the ground, sending a shockwave through the earth in a 60-foot radius. Each creature in the area must make a DC 21 Constitution saving throw or take 70 (10d10 + 10) bludgeoning damage and be stunned for 1 round. On a successful save, creatures take half damage and are not stunned.
Legendary Actions
The Titan 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. The Titan regains spent legendary actions at the start of its turn.
- Magma Burst. The Titan releases a burst of magma in a 20-foot radius centered on itself. Each creature within range must make a DC 21 Dexterity saving throw or take 35 (8d8) fire damage and be burned for 1 minute (target must use its action to make a DC 21 Constitution saving throw to extinguish the flames).
- Slam (Costs 2 Actions). The Titan makes one Lava Slam attack.
- Volcanic Roar (Costs 3 Actions). The Titan lets out an earth-shaking roar. All creatures within 120 feet must succeed on a DC 21 Wisdom saving throw or be 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.
Regional Effects
The area within 6 miles of the Titan’s lair is warped by its immense elemental power. These effects are present as long as the Titan is alive:
- Volcanic Terrain. The landscape near the Titan’s lair is dominated by volcanic craters, fissures emitting toxic fumes, and rivers of molten lava. These natural hazards pose a constant danger to anyone in the area.
- Tremors and Aftershocks. Earthquakes and tremors are a daily occurrence, shaking the land and causing instability. Whenever the Titan is active, the tremors become more intense, causing buildings and structures to collapse.
- Elemental Manifestations. Earth and fire elementals roam the region, attracted by the Titan’s influence. These creatures are hostile to most others and will engage adventurers on sight.
- Magmatic Weather. The weather around the Titan’s lair is perpetually hot, with fiery winds that whip through the region. The temperature is so high that creatures without fire resistance must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion after 1 hour of exposure.
Lore
The Earthshaker Titan is an ancient and malevolent elemental being, born from the deep forces of the earth, magma, and fire. Once a guardian of nature and protector of the world’s primal balance, the Titan’s heart was corrupted by the chaos of the elemental planes. Its sheer size and power allow it to reshape the very landscape, creating volcanic ranges and altering the environment with its every step. Legends say that the Titan was once bound by the gods, imprisoned deep within the core of the world, but it has now awoken, thirsting for vengeance.
The Titan’s presence causes natural disasters and volcanic eruptions, altering ecosystems and rendering vast regions uninhabitable. Whole civilizations have fallen to the Titan’s wrath, and only those brave enough to seek out its lair—buried within a vast and treacherous volcanic range—can hope to defeat it and stop its reign of destruction.
Role in Campaigns
The Earthshaker Titan serves as the ultimate challenge for high-level campaigns. As a world-shaking force, it could be the source of an ongoing disaster or the culmination of a campaign focused on elemental destruction. Adventurers may seek to prevent the Titan’s return or battle it to halt a global catastrophe. The Titan’s abilities to manipulate terrain, summon elemental creatures, and reshape the land offer an unparalleled challenge. Its ultimate defeat may require powerful artifacts, alliances with ancient gods, or a perilous journey through dangerous terrain.
Magic Items Associated with the Titan
- Titan’s Heartstone (Wondrous Item, Legendary). This immense gemstone, pulsing with elemental power, was once the heart of the Earthshaker. When attuned, the wearer gains immunity to fire and resistance to bludgeoning damage. Once per day, the wearer can unleash a Volcanic Eruption (as the Molten Wave attack) in a 30-foot radius, dealing 70 (15d10) fire damage and 35 (7d10) bludgeoning damage (DC 20 Dexterity saving throw for half damage).
- Earthshaker Gauntlets (Wondrous Item, Rare). These massive gauntlets allow the wearer to channel the Titan’s raw power. The wearer’s Strength score increases by 2 (to a maximum of 30), and once per day, the wearer can use Crack the Earth as a bonus action without expending a recharge.
Titan of the Primordial Age
Huge Giant, Chaotic Neutral
Armor Class: 23 (natural armor)
Hit Points: 600 (40d12 + 320)
Speed: 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
32 (+11) | 18 (+4) | 30 (+10) | 24 (+7) | 22 (+6) | 28 (+9) |
Saving Throws: Strength +18, Constitution +17, Wisdom +13, Charisma +16
Skills: Athletics +18, Perception +13, Intimidation +16, History +14
Damage Resistances: Bludgeoning, Piercing, and Slashing from non-magical attacks
Damage Immunities: Fire, Lightning
Condition Immunities: Charmed, Frightened, Paralyzed, Stunned
Senses: Truesight 120 ft., Passive Perception 23
Languages: Primordial, Common, Draconic, Celestial
Challenge: 25 (75,000 XP)
Traits
Colossal Presence
The Titan exudes an aura of power. All creatures within 30 feet of the Titan must succeed on 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.
Legendary Resistance (3/Day)
If the Titan fails a saving throw, it can choose to succeed instead.
Primordial Endurance
The Titan has advantage on saving throws against spells and other magical effects. Additionally, the Titan’s hit points cannot be reduced below 1 unless it is killed by a divine force or an artifact of immense power.
Titanic Regeneration
The Titan regains 50 hit points at the start of its turn if it has at least 1 hit point. If the Titan is reduced to 0 hit points, it automatically makes a death saving throw at the start of its next turn with advantage.
Actions
Multiattack
The Titan makes three attacks: one with its Titan’s Fist, one with its Titan’s Spear, and one with Divine Fire.
Titan’s Fist (Melee Weapon Attack):
Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit: 38 (4d10 + 11) bludgeoning damage. On a critical hit, the target is knocked prone.
Titan’s Spear (Melee Weapon Attack):
Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Hit: 44 (4d12 + 11) piercing damage. On a hit, the target must succeed on a DC 24 Strength saving throw or be pushed 20 feet away and knocked prone.
Divine Fire (Ranged Weapon Attack):
The Titan summons a ball of fire from its divine powers and hurls it at a target within 60 feet.
Ranged Spell Attack: +16 to hit, range 60 ft., one target.
Hit: 35 (10d6) fire damage. The target must make a DC 24 Constitution saving throw or be stunned until the end of its next turn.
Earthquake Stomp (Recharge 5–6)
The Titan stomps the ground with immense force, causing the earth to tremble. Each creature within 60 feet of the Titan must make a DC 24 Dexterity saving throw, taking 60 (10d10) bludgeoning damage on a failed save, or half as much on a successful one. The ground becomes difficult terrain for 1 minute.
Legendary Actions
The Titan 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. The Titan regains spent legendary actions at the start of its turn.
- Crushing Blow (Costs 2 Actions): The Titan makes one Titan’s Fist attack.
- Molten Earth (Costs 2 Actions): The Titan causes the ground around it to heat up. Each creature within 20 feet of the Titan must make a DC 24 Dexterity saving throw, taking 25 (5d10) fire damage on a failed save, or half as much on a successful one.
- Thunderous Roar (Costs 3 Actions): The Titan lets out a deafening roar, forcing all creatures within 60 feet to make a DC 24 Constitution saving throw or be stunned for 1 round.
Mythic Actions (Optional)
If the battle with the Titan is part of an epic encounter, the DM may grant the Titan the ability to enter a Mythic Phase after being reduced to 0 hit points.
Mythic Trait: Rebirth of the Primordials
Upon dropping to 0 hit points, the Titan regenerates 200 hit points at the start of its turn and enters a new form. In this state, its size increases to Gargantuan, and its attacks deal an additional 20 damage. The Titan’s Divine Fire becomes a Solar Flare, dealing 50 (10d10) fire damage in a 30-foot radius around it, and the Earthquake Stomp now affects a 100-foot radius.
Regional Effects
The Titan’s mere presence warps the land around it. These effects are not cumulative; only one of the following occurs in an area within 1 mile of the Titan:
- Violent Weather: Thunderstorms, lightning strikes, and volcanic eruptions are common within 10 miles of the Titan’s current location.
- Awakened Earth: The terrain becomes unstable, causing trees, rocks, and even the earth to shift, making the environment hazardous for creatures that are not of the Titan’s kind. Creatures that are not native to the region are at disadvantage on Stealth checks and movement rolls.
- Divine Rift: The land cracks open with lava and molten rock, creating vast chasms and unstable ground. These cracks glow with divine energy, infusing the surroundings with immense power.
Lore and Relationships
The Titans, the ancient children of Uranus (the sky) and Gaia (the earth), once ruled the world with immense power, controlling the primal forces of nature. However, their reign ended after the Titanomachy, a great war fought between the Titans and the Olympian gods. Many Titans were cast into the depths of Tartarus, but some, like this Titan, still walk the earth, waiting for the day when the old order will be restored.
This particular Titan, known as Kallistos the Earthshaker, was one of the Titans who defied the gods, standing as a symbol of primal power. Legends say he was the architect of the world’s first mountains and oceans, shaping the earth as we know it. Now, he resides in the Volcanic Wastes, where the land echoes with the power of his footsteps. He is seen as both a protector and a destroyer, seeking balance in a world that has long forgotten the old ways. Though some ancient fey and primordial entities still worship him, others, particularly the gods of Olympus, seek his demise to prevent the old world from rising again.
Magic Items
- Spear of Kallistos: A weapon of divine origin, this spear is forged from the core of the earth. It grants the wielder +3 to attack rolls and can be used to cast Earthquake (as per the spell) once per day.
- Cloak of the Earthshaker: This cloak is woven from the ash and dust of the Titan’s primordial birth. While wearing it, the wearer gains resistance to fire damage and the ability to cast Divine Fire (as per the spell) once per day.
Frost Titan
Huge Elemental Humanoid (Titan), Neutral
Armor Class: 21 (Natural Armor)
Hit Points: 390 (30d12 + 180)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
28 (+9) | 14 (+2) | 26 (+8) | 18 (+4) | 22 (+6) | 20 (+5) |
Saving Throws
Strength +15, Constitution +14, Wisdom +12
Skills
Perception +12, Survival +12
Damage Resistances
Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Cold
Condition Immunities
Exhaustion, Frightened, Paralyzed
Senses
Darkvision 120 ft., Passive Perception 22
Languages
Common, Giant, Primordial
Challenge
CR 20 (25,000 XP)
Traits
Titanic Endurance. The Frost Titan has advantage on saving throws against being knocked prone, restrained, or paralyzed.
Aura of Frost. The Frost Titan emits an aura of cold in a 30-foot radius. Any creature starting its turn in the aura must make a DC 20 Constitution saving throw or take 10 (3d6) cold damage and have its speed reduced by 10 feet until the start of its next turn.
Freezing Strikes. The Frost Titan’s weapon attacks deal an additional 2d12 cold damage.
Actions
Multiattack. It makes two attacks with its Frost Hammer.
Frost Hammer. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 29 (4d10 + 9) bludgeoning damage plus 18 (3d12) cold damage.
Icy Shockwave (Recharge 5–6). The Frost Titan slams its hammer into the ground, sending a wave of ice in a 30-foot radius. Creatures in the area must succeed on a DC 20 Strength saving throw or take 45 (10d8) cold damage, be knocked prone, and have their movement reduced to 0 until the end of their next turn.
Legendary Actions
The Frost Titan 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.
- Ice Spear. The Titan conjures and throws a massive spear of ice at a creature within 60 feet. Ranged Weapon Attack: +12 to hit, range 60 ft., one target.
Hit: 21 (3d10 + 5) piercing damage and 14 (4d6) cold damage. - Glacial Step (Costs 2 Actions). The Titan moves up to 30 feet. Any creature within 5 feet of its path must succeed on a DC 20 Dexterity saving throw or take 15 (3d8) bludgeoning damage and be pushed 10 feet.
- Frigid Blast (Costs 3 Actions). The Titan exhales a wave of icy wind in a 60-foot cone. Each creature in the cone must make a DC 20 Constitution saving throw, taking 36 (8d8) cold damage on a failed save or half as much on a success.
Lair Actions
On initiative count 20 (losing initiative ties), the Frost Titan can use one of its lair actions:
- Frozen Spires. Icy spires erupt in three 10-foot-radius locations within 120 feet, forcing creatures in the areas to make a DC 20 Dexterity saving throw or take 21 (6d6) cold damage and be restrained until the start of their next turn.
- Blizzard. The lair is filled with a freezing storm. Ranged attacks have disadvantage, and creatures have disadvantage on Wisdom (Perception) checks relying on sight.
- Slippery Ground. The ground in a 30-foot radius becomes slick with ice. Creatures moving through the area must make a DC 15 Dexterity saving throw or fall prone.
Regional Effects
The area surrounding the Frost Titan’s lair is transformed by its icy presence:
- Permafrost. The ground within 1 mile is perpetually frozen. Nonmagical fire cannot be sustained, and surfaces are dangerously slick.
- Frozen Statues. Beasts and humanoids slain by the Titan’s cold damage remain as frozen statues until thawed by magical heat.
- Glacial Winds. Bitter winds blow constantly, making travel in the area extremely difficult. Nonmagical flight is impossible, and ranged attacks beyond 30 feet have disadvantage.
These effects fade 1d10 days after the Titan is defeated.
Flame Titan
Huge Elemental Humanoid (Titan), Neutral Evil
Armor Class: 21 (Natural Armor)
Hit Points: 400 (30d12 + 180)
Speed: 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 16 (+3) | 28 (+9) | 18 (+4) | 20 (+5) | 24 (+7) |
Saving Throws
Strength +17, Constitution +16, Charisma +14
Skills
Intimidation +14, Perception +11, Survival +11
Damage Resistances
Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Fire
Condition Immunities
Exhaustion, Paralyzed, Poisoned
Senses
Darkvision 120 ft., Passive Perception 21
Languages
Common, Giant, Primordial
Challenge
CR 22 (41,000 XP)
Traits
Titanic Might. The Flame Titan’s strength-based attacks bypass resistances and treat immunities as resistances.
Aura of Fire. The Flame Titan radiates intense heat in a 30-foot radius. Creatures entering or starting their turn within the aura must make a DC 20 Constitution saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a success. Flammable objects not being worn or carried ignite.
Blazing Strikes. The Flame Titan’s weapon attacks deal an additional 3d12 fire damage.
Fire Absorption. Whenever the Flame Titan is subjected to fire damage, it takes no damage and instead regains hit points equal to half the fire damage dealt.
Actions
Multiattack. The Flame Titan makes two attacks with its Magma Hammer.
Magma Hammer. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 32 (4d10 + 10) bludgeoning damage plus 18 (3d12) fire damage.
Infernal Quake (Recharge 5–6). The Flame Titan slams its hammer into the ground, creating a fiery shockwave in a 40-foot radius. Creatures in the area must make a DC 24 Strength saving throw or take 45 (10d8) fire damage, fall prone, and be pushed 20 feet away. Structures in the area take double damage from this attack.
Molten Blast (Recharge 5–6). The Titan hurls a massive ball of molten rock at a point within 120 feet. Each creature within a 20-foot radius of the impact must make a DC 22 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save or half as much on a success. The area becomes molten ground, making it difficult terrain for 1 minute.
Legendary Actions
The Flame Titan can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn.
- Flame Burst. The Titan emits a surge of flame in a 15-foot radius. Each creature in the area must make a DC 20 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save or half as much on a success.
- Scorching Leap (Costs 2 Actions). The Titan leaps up to 40 feet to an unoccupied space it can see. Creatures within 10 feet of its landing point must make a DC 20 Strength saving throw or take 15 (3d8) fire damage and be knocked prone.
- Eruption (Costs 3 Actions). The Titan causes a 30-foot radius area of ground to erupt in flames and magma. Each creature in the area must make a DC 22 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save or half as much on a success.
Lair Actions
On initiative count 20 (losing initiative ties), the Flame Titan can use one of its lair actions:
- Firestorm. Fire rains down in a 60-foot radius centered on a point the Titan can see. Each creature in the area must make a DC 20 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save or half as much on a success.
- Lava Pools. The ground in up to three 10-foot radius areas within 120 feet erupts into pools of lava. Each creature in these areas must succeed on a DC 20 Dexterity saving throw or take 14 (4d6) fire damage and fall prone.
- Superheated Air. The air becomes unbearably hot. Each creature in the lair must succeed on a DC 20 Constitution saving throw or take 10 (3d6) fire damage and gain disadvantage on attack rolls and ability checks until the end of their next turn.
Regional Effects
The area surrounding a Flame Titan’s lair is transformed by its fiery presence:
- Burning Heat. The temperature rises drastically, causing nonmagical water sources to evaporate. Creatures without fire resistance or immunity gain one level of exhaustion after each hour spent in the area.
- Flaming Terrain. The ground is scorched, and random pockets of flame flare up. Every 10 minutes, roll 1d6. On a 5–6, a creature within 30 feet takes 5 (1d10) fire damage unless it avoids the flames.
- Lava Streams. Rivers of lava crisscross the land, acting as natural hazards.
These effects fade 1d10 days after the Titan is defeated.