Fire Titan (5e Creature)

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Fire Titan[edit]

Gargantuan giant, lawful good (50%) or lawful evil (50%)


Armor Class 18 (plate)
Hit Points 297 (17d20 + 119)
Speed 30 ft.


STR DEX CON INT WIS CHA
27 (+8) 9 (-1) 25 (+7) 18 (+4) 16 (+3) 14 (+2)

Saving Throws Dex +5, Con +13, Wis +9, Cha +8
Skills Athletics +14, Perception +9
Proficiency Bonus +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Senses passive Perception 19
Languages Common, Giant, Ignan
Challenge 18 (20,000 XP)


Alert. The giant gains a +5 bonus to initiative rolls, cannot be surprised as long as it's conscious, and other creatures don't gain advantage on attack rolls against it as a result of being hidden from it.

Anti-mana Skin. At the start of its turn, the giant can choose to end one of the spells or magic effects that currently affects it. The giant is immune to all spells or effects that would alter its form.

ACTIONS

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 36 (8d6 + 8) slashing damage and 9 (2d8) fire damage.

Rock. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 41 (6d10 + 8) bludgeoning damage.

Wall of Fire (Recharge 5-6). The giant magically forms a wall of fire on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. Each creature in that area must make a DC 21 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance to this fire damage.


LEGENDARY ACTIONS

The giant 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. The giant regains spent legendary actions at the start of its turn.

Charge. The giant moves up to 50 feet.
Fiery Shackles (Costs 2 Actions). The giant summons fiery shackles on a creature that is not a true giant within 30 feet of it that it can see. The target must succeed on a DC 16 Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 14 (4d6) fire damage at the start of each of its turns. As an action, the restrained target can make a DC 17 Strength check, banishing the shackles on a success.
Summon Fire Elemental (1/Day). The giant summons a fire elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.

As ferocious as they are massive, fire titans are both intelligent and strong. Their skin glows slightly in a manner comparable to heated metal, while their eyes look like orbs of magma.
Whether good or evil, fire titans are always clad in armor based on their title. This armor is constantly remolded and replaced throughout the giant's life, both to ensure they are comfortable with steel against their skin and also to teach the giant that they bear the burden of fighting to protect their traditions and way of life. High intelligence makes fire titans take more time thinking about questions from their true identity to the meaning of life. This will finally come to a decision between evil and good. To an evil fire titan, death is the flame in which the future is forged. They show unbelievable bloodlust and only fight for their own good and decadent interest. The good fire titans claim the title of the guardians of the Underdark's remaining light and try their best to make sure dangerous creatures from the deep will never invade the upper world. Conflicts between them are never heard of, probably because most of their efforts are spent on non-giant enemies.

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