Titan Elder
Brooding, primeval forefathers of titans – massive ponderous beings who have sunk deeply into contemplation of the workings of the universe to the exclusion of almost all else.
They appear as gigantic humans, each unique in appearance.
The Titans were a race that ruled during the legendary Golden Age. The orginal Titans were twelve. The six male Titans are known as the Titanes, and the female as the Titanides. The Titans are associated with various primal concepts: ocean and fruitful earth, sun and moon, memory and natural law. The twelve first-generation Titans were led by the youngest, Cronus, who overthrew their father, Uranus, at the urgings of their mother, Gaia.
The Titans later gave birth to many other Titans, notably Rhea, and the sons of Iapetus, Prometheus, Epimetheus, Atlas, and Menoetius.
Uranus considered Cronus monstrous and imprisoned him in the bowels of the Earth. Cronus, aided by the Hecatonchires and Cyclopes, then set upon his father, castrated him, and set himself as king of the gods with Rhea as his wife and queen.
Rhea gave birth to a new generation of gods to Cronus, but, in fear that they too would eventually overthrow him, he swallowed them all one by one. Only Zeus was saved: Rhea gave Cronus a stone in swaddling clothes in his place and placed the infant Zeus in Crete.
Once Zeus reached adulthood, he subdued Cronus by wile rather than force, using a potion concocted with the
help of Gaia, his grandmother, to forcibly cause Cronus to vomit up Zeus‘s siblings. A war between younger and older gods commences, in which Zeus is aided by the Hecatonchires and Cyclopes, who had once again been freed from Tartarus. Zeus won after a long struggle and cast many of the Titans down into Tartarus.
The elder titians that had not fought the Olympians joined the new administration: Mnemosyne as a Muse, Rhea, Hyperion, Themis and Metis.
Elder Titan
Kain’s 5e Monstrous Manual – Page 9 – Dicefreaks (tapatalk.com)
Gargantuan celestial (titan), chaotic good or evil
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Armor Class 25 (natural armor)
Hit Points 574 (28d20 + 280)
Speed 70 ft., fly 70 ft., swim 70 ft.
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STR 30 (+10) DEX 21 (+5) CON 30 (+10) INT 24 (+7) WIS 26 (+8) CHA 30 (+10)
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Saves Str +18, Con +18, Int +15, Wis +16, Cha + 18
Skills Intimidation +18, Insight +16, Knowledge (all) +23, Persuasion +18
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonlegendary weapons
Damage Immunities bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 16
Languages all
Treasure maul of the titans
Challenge 28 (32,500 XP)
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Innate Spellcasting. The elder titan’s spell casting ability is Charisma (spell save DC 26, +18 spell attacks). It can innately cast the following spells, requiring no material components:
At will: greater restoration, pass without trace, water breathing, water walk
3/day each: commune, dispel evil and good, earthquake, fire storm, gate, meteor swarm, time stop, wish
Legendary Resistance (3/day). If an elder titan fails a saving throw, it can choose to succeed instead.
Magic Resistance. The elder titan has advantage on saving throws against spells and other magical effects.
Magic Weapons The elder titan’s weapon attacks are magical.
ACTIONS
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Multiattack. The elder titan makes one maul attack and one stomp attack.
Maul. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 39 (6d8 + 12) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Constitution saving throw or be stunned until the end of the elder titan’s next turn. On a critical hit, the titan rolls damage three times instead of two.
Stomp. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.
Bolt. Ranged Spell Attack: +15 to hit, range 1200 ft., one target. Hit: 65 (10d12) damage of one of the following types (titan’s choice): acid, cold, fire, force, lightning, radiant or thunder.
LEGENDARY ACTIONS
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An elder 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. An elder titan regains spent legendary actions at the start of its turn.
Attack The elder titan makes one attack.
Bolster. The elder titan empowers all non hostile 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 attack rolls, ability checks and saving throws until the end of the elder titan’s next turn.
Crushing Strike (Requires 3 actions) The titan strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the elder titan must succeed on a DC 26 Strength saving throw or be knocked prone and take maul damage.
Titan Elder
Titan Elder | |
Colossal outsider (Extraplanar) | |
Hit Dice | 70d8+700 (1,015 hp) |
Initiative | +0 |
Speed | 150 ft. |
AC | 58 (-8 size, +32 natural, +24 insight) |
Base Attack/Grapple | +70/+104 |
Attack | Colossal +5 warhammer +87 (4d8+30/19-20 (+2d6 on critical hit)) melee; or Colossal +5 javelin +70 (2d10+22/19-20) ranged |
Full Attack | Colossal +5 warhammer +87/+82/+77/+72 (4d8+30/19-20 (+2d6 on critical hit)) melee; or Colossal +5 javelin +70/+65/+60/+55 (2d10+22/19-20) ranged |
Space/Reach | 30 ft./30 ft. |
Special Attacks | Spell-like abilities, spells |
Special Qualities | DR 20/epic, SR 40 |
Saves | Fort +47, Ref +37, Will +50 |
Abilities | Strength 45, Dexterity 10, Constitution 31, Intelligence 33, Wisdom 37, Charisma 26 |
Skills | Concentration +83, Craft (any five) +45, Decipher Script +84, Diplomacy +45, Gather Information +87, Intimidate +56, Jump +90, Knowledge (all) +66, Listen +86, Sense Motive +86, Speak Language (any five), Spellcraft +90, Spot +86 |
Feats | Blind-Fight, Cleave, Combat Expertise, Great Cleave, Improved Critical (warhammer), Improved Critical (javelin), Improved Sunder, Power Attack, Silent Spell, Still Spell, Weapon Focus (warhammer), Weapon Focus (javelin) |
Epic Feats | Automatic Silent Spell (0- through 9th level spells), Automatic Still Spell (0- through 9th level spells), Devastating Critical (warhammer), Epic Spellcasting, Epic Weapon Focus (warhammer), Epic Weapon Focus (javelin), Overwhelming Critical (warhammer), Polyglot |
Climate/Terrain | Tartarus or the Prime Material Plane |
Organization | Solitary |
Challenge Rating | 30 |
Treasure | Standard |
Alignment | Always neutral |
Advancement | 71-140 HD (Colossal) |
An elder titan’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Spell-Like Abilities At will-alter self, analyze dweomer, commune with nature, cure critical wounds, eyebite, freedom of movement, fly, fog cloud, produce flame, protection from energy, read magic, remove curse, sanctuary, sending, speak with animals, soften earth and stone, speak with plants, summon monster VI, greater teleport, wind wall;
3/day-antilife shell, astral projection, contact other plane, greater dispel magic, greater scrying, invisibility purge, plane shift.
Caster level 29th; save DC 18 + spell level. The save DCs are Charisma-based.
Spells An elder titan can use arcane spells as a 29th-level wizard or divine spells as a 29th-level cleric, from the cleric list and from the Knowledge and Magic domains. He will also possess the knowledge of at least three epic spells and the means by which to develop them, though he may not have done so himself.