Size:
Colossal
Type:
Outsider
Form:
biped
Temper:
# App:
± 1d8
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 50'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 giant weapon or 1 thrown rock or Spell
Circumstance: Combat
7d6 giant weapon, 6d6 rock, or by spell
Special
Spellcasting
Able to use both Magic-user and Cleric spells up to 7th-level; each will have 2 available spells of each level for each type of magic.
Special
Boulder Throwing
Boulders have up to a 120' range and do 6d6 points of damage to all creatures in a 10-foot radius around the impact point.
Environments
mountains
Highly intelligent giants with powerful magical abilities
While most titans move at 50', 10% of them are able to move 90' per turn. They are more intelligent than most humans, and are able to use both Magic-user and Cleric spells up to 7th-level; each will have 2 available spells of each level for each type of magic.
Given their magical capabilities, titans rarely need to resort to the use of force, but they carry well-made giant-sized weapons, and if necessary a titan can throw boulders as other giants do. Boulders thrown by a titan have up to a 120' range and do 6d6 points of damage to all creatures in a 10-foot radius around the impact point.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
2 fists or 1 weapon/1 magical effect
By punch (x2) or by weapon/by magical effect
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Action
Maul of the Titans
Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 41 (7d8 + 10) bludgeoning damage.
Action
Multiattack
The construct makes two slam attacks.
Action
Slam
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.
Action
Stomp
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage, and all creatures within 20 feet of the titan must succeed on a DC 20 Dexterity saving throw or be knocked prone as the titan causes the ground to heave.
Special
1/day each
freedom of movement, planar ally, meteor swarm
Special
3/day each
bestow curse, scrying, heal, mass suggestion
Special
At will
divination, dispel magic, levitate, mind blank, sending
Special
Innate Spellcasting
The elsyian titan's innate spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Special
Trampling Charge
If the elysian titan moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, that target must succeed on a DC 24 Strength saving throw or be knocked prone. If the target is prone, the elysian titan can make one stomp attack against it as a bonus action.
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
any
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Very rare
any
Offense
1 Attack
Circumstance: Combat
Offense
Special Attacks
Circumstance: Combat
Spells
Defense
Special Defenses
Circumstance: Combat
See below
Resistance
Magic Resistance
Circumstance: innate
60%
Treasure
Treasure: 1d10×1,000 cp (5%), 1d12×1,000 sp (25%), 1d6×1,000 ep (25%), 1d12×1,000 gp (40%), 1d6×1,000 pp (50%), 2d20 gems (50%), 1d8 jewellery (10%), any 3 magic item+1 scroll (25%)
Special
Levitate
May levitate at will.
Special
Invisibility
Twice per day can become invisible.
Special
Æthereal Shift
Twice per day can shift into the æthereal plane.
Special
Spellcasting
All titans have the ability to cast both clerical and magic spells. For each type of spell, roll 1d4+3. This number represents the maximum spell level the titan can cast for that type of spell. The titan can cast 2 spells of each level.
Example: the die rolls result in a 4 for magic spells and a 6 for clerical spells. The titan would be able to cast 2 first level magic spells, 2 second level, 2 third level and 2 fourth level. He or she would also be able to cast 2 first level clerical spells, 2 second level, 2 third level, 2 fourth level, 2 fifth level, and 2 sixth level.
Special
Mental Immunity
Immune to all mental attacks, and may have mental powers if the GM makes use of psionics in the campaign.
Special
Storm Giant Companion
It is possible (20% chance) that a titan will be accompanied by a storm giant, for the two races are friendly with each other.
Powerful creatures not native to the material plane that appear as massive humans of unearthly beauty
Titans are powerful creatures not native to the material plane. They normally appear as massive humans, figured and possessed of an unearthly beauty. The movement rate, armour class, and damage caused by titans is as follows:
17 HD: MV 210-ft, AC 2, DAM 7d6
18 HD: MV 210-ft, AC 1, DAM 7d6
19 HD: MV 150-ft, AC 0, DAM 7d6
20 HD: MV 150-ft, AC -1, DAM 7d6
21 HD: MV 150-ft, AC -2, DAM 8d6
22 HD: MV 150-ft, AC -3, DAM 8d6
OSRIC
Actions/Abilities/Traits: OSRIC
Highly intelligent giants with powerful magical abilities
While most titans move at 50', 10% of them are able to move 90' per turn. They are more intelligent than most humans, and are able to use both Magic-user and Cleric spells up to 7th-level; each will have 2 available spells of each level for each type of magic.
Given their magical capabilities, titans rarely need to resort to the use of force, but they carry well-made giant-sized weapons, and if necessary a titan can throw boulders as other giants do. Boulders thrown by a titan have up to a 120' range and do 6d6 points of damage to all creatures in a 10-foot radius around the impact point.
Basic Fantasy Field Guide Omnibus
Powerful creatures not native to the material plane that appear as massive humans of unearthly beauty
Titans are powerful creatures not native to the material plane. They normally appear as massive humans, figured and possessed of an unearthly beauty. The movement rate, armour class, and damage caused by titans is as follows:
17 HD: MV 210-ft, AC 2, DAM 7d6
18 HD: MV 210-ft, AC 1, DAM 7d6
19 HD: MV 150-ft, AC 0, DAM 7d6
20 HD: MV 150-ft, AC -1, DAM 7d6
21 HD: MV 150-ft, AC -2, DAM 8d6
22 HD: MV 150-ft, AC -3, DAM 8d6
OSRIC