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Wild Titans: Storm-Wrath Incarnate

Wild Titan
Create

Wild Titans are towering, Gargantuan humanoids, their bodies wreathed in an eternal tempest. Their skin is deep blue, crackling with veins of lightning, like the sky before a cataclysmic storm. Their eyes burn with electric fury, shifting between white-hot brilliance and the cold blue of frozen tundras. Their long, wild hair and beards, silver as storm clouds, whip and flow as if caught in an unseen hurricane. Their musculature is godlike, every movement echoing with the raw force of nature. They wear tattered remnants of ancient robes or storm-forged armor, woven with strands of raw wind and ice, further emphasizing their untamed, mythic presence.

Behaviour

Wild Titans are erratic, wrathful, and utterly unbound, living embodiments of chaos and destruction. Once wise and mighty beings, their minds have been fractured by centuries of power and exile, leading to unpredictable mood swings between eerie calm and explosive rage. They have no interest in mortal affairs except as obstacles—or amusements—to be swept aside. Their presence warps the environment; where they linger, storms rage endlessly, landscapes crack, and the very air trembles with unnatural energy.

Habitat

Wild Titans dwell in remote, desolate landscapes where their boundless fury reshapes the land itself. Towering mountain peaks, endless storm-swept oceans, and thunder-scorched wastelands are their chosen dominions. In these places, lightning never ceases, winds howl with an eerie sentience, and the natural order bends to their chaotic will. Legends tell of entire islands lost to eternal maelstroms, cursed valleys where the sky never clears, and mountaintops where the air itself rejects trespassers—all said to be haunted by a Wild Titan’s presence.

Modus Operandi

Wild Titans do not engage in battle as mortals do—they become the storm. They summon hurricanes, tsunamis, and blizzards at a whim, crushing armies beneath elemental fury. They blast intruders with storm-wracked energy, their voices like rolling thunder that shatter eardrums and wills alike. When provoked, they descend from their storm-wreathed thrones, striking with fists that crash like falling mountains, their very steps sending shockwaves through the earth. They never retreat, knowing neither fear nor exhaustion, fighting with the absolute certainty of a force of nature.

Motivation

What drives a Wild Titan is chaos unrestrained—they are exiled gods of their kind, cast out for their uncontrollable destruction. Some seek solitude, reigning over their self-made storm kingdoms in apocalyptic silence. Others revel in annihilation, their madness urging them to lash out at the world in endless wrath. A few, however, pursue something more mysterious—a return to lost godhood, an unraveling of reality itself, or a vengeance that shakes the heavens. Whatever their goal, one truth remains: where a Wild Titan walks, the world trembles.


  • Wild Titan 5e
  • Wild Titan 3.5
Wild Titan
Create

Gargantuan Outsider (Elemental, Titan, Chaotic, Evil), CR 28 (120,000 XP)


Armor Class 23 (Natural Armor)

Hit Points 682 (35d12 + 420)

Speed 60 ft., fly 120 ft. (hover), swim 60 ft.

STRDEXCONINTWISCHA
44 (+17)14 (+2)40 (+15)20 (+5)22 (+6)30 (+10)

Saving Throws Str +24, Dex +10, Con +22, Wis +14, Cha +18

Skills Athletics +32, Perception +22, Intimidation +24, Arcana +14, Survival +14

Damage Resistances Acid, Fire, Psychic

Damage Immunities Cold, Lightning, Thunder, Poison; Bludgeoning, Piercing, and Slashing from nonmagical weapons

Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Exhaustion

Senses Truesight 120 ft., Passive Perception 32

Languages Abyssal, Auran, Aquan, Celestial, Common, Draconic, Giant


Legendary Monster

If reduced to 0 hit points, the Wild Titan does not die unless its body is utterly annihilated by a wish spell or divine intervention. Otherwise, it reforms within 1d10 days in a location where storms rage.


Innate Spellcasting

The Wild Titan’s spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). It can cast the following spells, requiring no components:

  • At will: Call Lightning, Chain Lightning, Control Weather, Ice Storm, Sleet Storm, Wind Wall
  • 3/day each: Storm Sphere, Whirlwind, Cone of Cold, Earthquake, Freezing Sphere
  • 1/day each: Storm of Vengeance, Greater Shout, Tsunami

Titanic Presence

When a creature starts its turn within 120 feet of the Wild Titan, it must make a DC 24 Wisdom saving throw or be frightened until the end of its next turn. If the creature succeeds, it becomes immune to this effect for 24 hours.


Actions

Multiattack

The Wild Titan makes two Slam attacks or one Slam attack and one use of Storm Blast.

Slam. Melee Weapon Attack: +24 to hit, reach 30 ft., one target.

  • Hit: 50 (6d10 + 17) bludgeoning damage, and the target must succeed on a DC 26 Strength saving throw or be knocked prone and pushed 30 feet.

Storm Blast (Recharge 4-6)

The Wild Titan unleashes a raging cone of wind, lightning, and hail (60 ft. long, 60 ft. wide at the end).

  • Creatures within the cone must make a DC 26 Constitution saving throw.
  • Failure: 88 (16d10) cold and lightning damage, blinded for 2d4 rounds, and fatigued (disadvantage on Strength and Dexterity checks) for 1 minute.
  • Success: Half damage, no additional effects.

Titanic Footfall (Recharge 5-6)

The Wild Titan stomps with immense force.

  • All creatures within 30 feet must make a DC 26 Dexterity saving throw or take 66 (12d10) thunder damage and be stunned until the end of their next turn.
  • A successful save halves the damage and negates the stun.

Thunderous Wrath (Recharge 5-6)

The Wild Titan unleashes a shockwave, forcing all creatures within 120 feet to make a DC 26 Constitution saving throw.

  • Failure: 55 (10d10) thunder damage, deafened for 1 minute, and knocked 50 feet back. If they collide with a solid surface, they take 5d10 additional bludgeoning damage.
  • Success: Half damage, no additional effects.

Legendary Actions (3 per round)

The Wild Titan can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

  • Lightning Surge (Costs 2 Actions). The Wild Titan hurls a bolt of pure lightning at a target within 150 feet.
    • DC 26 Dexterity saving throw.
    • Failure: 77 (14d10) lightning damage and paralyzed until the end of its next turn.
    • Success: Half damage, no paralysis.
  • Winds of Annihilation (Costs 3 Actions). A storm vortex forms around the Wild Titan until the start of its next turn.
    • The area within 40 feet becomes heavily obscured and difficult terrain.
    • Any creature that starts its turn inside must make a DC 26 Strength saving throw or be thrown 40 feet in a random direction, taking 8d6 bludgeoning damage.
  • Regenerate Storm (Costs 1 Action). The Wild Titan absorbs elemental energy, regaining 50 hit points.

Lair Actions (if encountered in its storm domain)

On initiative count 20 (losing initiative ties), the Wild Titan can use a lair action:

  • Hurricane Winds: Gale-force winds push all creatures 30 feet and impose disadvantage on ranged attacks.
  • Lightning Field: Up to three creatures take 40 (8d10) lightning damage (DC 26 Dexterity save for half).
  • Deluge: Torrential rain obscures vision and halves movement speed until the next round.

Regional Effects

The Wild Titan’s presence warps the land and sky within 100 miles, creating a realm of elemental fury:

  1. Eternal Tempest – The sky is locked in an endless storm, with winds and lightning striking unpredictably.
  2. Wrath of the Stormborn – Every 10 minutes, roll a d6. On a 5-6, a random elemental disaster occurs (Lightning Strike, Sudden Gale, or Flash Freeze).
  3. Unstable Terrain – Rockslides, rogue waves, and collapsing structures make travel hazardous.
  4. Titan’s Presence – Animals flee, weather magic behaves chaotically, and divination spells fail or return storm-filled visions.

Ending the Regional Effects

These effects persist for 1d10 years after the Wild Titan is permanently slain. However, its domain often remains a wasteland of elemental destruction.


Tactics & Combat Behavior

  • At range, it uses Call Lightning, Chain Lightning, and Whirlwind to control the battlefield.
  • Against melee combatants, it employs Titanic Footfall and Storm Blast to keep foes off-balance.
  • If pressed, it uses Winds of Annihilation or Thunderous Wrath to scatter enemies.
  • It will retreat only if forced, using Regenerate Storm to prolong the fight.

Final Thoughts

The Wild Titan is not merely a creature—it is a living storm, a cataclysm incarnate, a force of chaos and destruction. Those who face it must prepare not only for battle but for an apocalypse.

Wild Titan

This gigantic humanoid is the personification of godlike, unchained rage. Its blue skin is the color of stormy skies, its long hoary hair and beard move about as if shaken by a hurricane. As the creature walks, thunder, storm and lightning seem to follow the beat of its footsteps.

Monster Encyclopaedia II: The Dark Bestiary
Author J. C. Alvarez
Series Monster Encyclopaedia
Publisher Mongoose Publishing
Publish date 2005  

Wild titans are outcasts of their race, ancient godlings whose destructive, uncontrollable behaviour has led to their expulsion from titan society. They usually retire to remote corners of the world, where they erect lonesome kingdoms of chaos by bending the area’s weather and territory to their will. The haunts of wild titans are always regarded as places of terrible dark magic and unspeakable danger. Wild titans are nothing more than experienced titans, who have lived and seen so much their minds have been overtaken by the quintessence of cosmic chaos. They appear as old, ragged humanoids of Gargantuan size, with thunder in their voice and lightning in their gaze. Wild titans speak Abyssal, Auran, Aquan, Celestial, Common, Draconic and Giant.


Wild Titan
Gargantuan outsider (Air, Chaotic, Evil, Extraplanar, Water)
Hit Dice28d8+364 (490 hp)
Initiative+5
Speed60 ft. (12 squares), Fly 120 ft. (good), Swim 60 ft.
AC33 (-4 size, +1 Dexterity, +26 natural), touch 7, flat-footed 32
Base Attack/Grapple+28/+57
AttackSlam +40 melee (2d6+17)
Full Attack2 slams +40 melee (2d6+17)
Space/Reach20 ft. /20 ft.
Special AttacksSpell-like abilities, storm blast
Special QualitiesDamage reduction 15/magic, Darkvision 60 ft., immunity to electricity, resistance to acid 10, cold 30 and fire 20, Spell Resistance 37
SavesFort +31, Ref +17, Will +22
AbilitiesStrength 44, Dexterity 12, Constitution 36, Intelligence 19, Wisdom 19, Charisma 28
SkillsBalance +32, Climb +56, Concentration +48, Intimidate +40, Jump +48, Listen +35, Spot +35, Search +35, Survival +35, Swim +56
FeatsAwesome Blow, Diehard, Endurance, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack
EnvironmentAny mountain or aquatic
OrganisationSolitary
Challenge Rating24
TreasureTriple standard
AlignmentUsually chaotic evil
AdvancementBy character class
Level Adjustment

Combat

Wild Titan
Wild Titan – AI Generated Artwork – NightCafe Creator

Wild titans attack by barraging intruders with their spelllike abilities. They know no pity or concern, thus it is very hard to scare or rout them.

Spell-Like Abilities:

Caster level 28th. Save DCs are Charisma based.

Storm Blast (Su): Once every 1d4 rounds, a wild titan may emit a cone of wind, sleet and lighting, 60 feet long by 60 feet wide at the end. Any creature caught in this cone suffers 16d8 points of damage and is blinded by the snow for 2d4 rounds. A successful Reflex save (DC 37, Constitution based) halves the damage and negates the blindness effect. Any creature damaged by a wild giant’s storm blast must succeed at a Fortitude save (DC 37, Constitution based) or become fatigued from frostbite for 2d6 rounds. The damage caused by a storm blast counts as both cold and electrical damage.

Skills: A wild titan gains a +8 racial bonus on all Climb and Swim checks. It can always take 10 on Climb or Swim checks, even if rushed or threatened.

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