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 Dice | 28d8+364 (490 hp) |
Initiative | +5 |
Speed | 60 ft. (12 squares), Fly 120 ft. (good), Swim 60 ft. |
AC | 33 (-4 size, +1 Dexterity, +26 natural), touch 7, flat-footed 32 |
Base Attack/Grapple | +28/+57 |
Attack | Slam +40 melee (2d6+17) |
Full Attack | 2 slams +40 melee (2d6+17) |
Space/Reach | 20 ft. /20 ft. |
Special Attacks | Spell-like abilities, storm blast |
Special Qualities | Damage reduction 15/magic, Darkvision 60 ft., immunity to electricity, resistance to acid 10, cold 30 and fire 20, Spell Resistance 37 |
Saves | Fort +31, Ref +17, Will +22 |
Abilities | Strength 44, Dexterity 12, Constitution 36, Intelligence 19, Wisdom 19, Charisma 28 |
Skills | Balance +32, Climb +56, Concentration +48, Intimidate +40, Jump +48, Listen +35, Spot +35, Search +35, Survival +35, Swim +56 |
Feats | Awesome Blow, Diehard, Endurance, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack |
Environment | Any mountain or aquatic |
Organisation | Solitary |
Challenge Rating | 24 |
Treasure | Triple standard |
Alignment | Usually chaotic evil |
Advancement | By character class |
Level Adjustment | – |
Combat
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:
- At will – air walk, call lightning storm (DC 24), chain lightning (DC 25), cone of cold (DC 24), control water, control weather, control winds (DC 24), ice storm, shatter (DC 21), sleet storm, Wind Wall;
- 3/day – earthquake (DC 27), freezing sphere (DC 24), whirlwind (DC 28), wind walk;
- 1/day – greater shout (DC 27), storm of vengeance (DC 29).
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.