Fire Titan (5e Creature)
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Fire Titan[edit]
Gargantuan giant, lawful good (50%) or lawful evil (50%) Armor Class 18 (plate)
Saving Throws Dex +5, Con +13, Wis +9, Cha +8 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. ACTIONSMultiattack. 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 ACTIONSThe 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. |
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. |
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