This site is games | books | films

Typhon “Father of Monsters”

Typhon "Father of Monsters"
Typhon “Father of Monsters” – AI Generated Artwork – NightCafe Creator

“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.

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”

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