Frost Titan (5e Creature)

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Frost Titan[edit]

Gargantuan giant, chaotic neutral (50%) or neutral evil (50%)


Armor Class 17 (patchwork armour)
Hit Points 280 (16d20 + 112)
Speed 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
26 (+8) 9 (-1) 24 (+7) 14 (+2) 15 (+2) 14 (+2)

Saving Throws Con +13, Wis +8, Cha +8
Skills Athletics +14, Perception +8
Proficiency Bonus +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Senses passive Perception 18
Languages Aquan, Common, Giant
Challenge 17 (18,000 XP)


Amphibious. The giant can breathe air and water.

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.

Boreal Adaptation. The giant has advantage on Dexterity (Stealth) and Wisdom (Perception) checks made in ice covered terrain.

Ice Walk. The giant can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

ACTIONS

Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) slashing damage and 9 (2d8) cold damage.

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

Winter's Smite (Recharge 5-6). The giant fuses ice power into its axe and makes an attack with it. This attack deals 14 (4d6) additional cold damage instead. Additionally, the target will lose its cold resistance for 1d4 turns until it regains any hit points.


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.
Winter Breath (Costs 3 Actions). The giant exhales freezing air in a 60-foot line that is 5 feet wide. Each creature in that line that is not a true giant must make a DC 19 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it is restrained by ice. The target or a creature within 5 feet of it can use an action to attempt to break the ice with a DC 19 Strength check. The ice also melts if the creature takes any fire damage.
Summon Water Elemental (1/Day). The giant summons a water 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.

Frost titans are ill-tempered behemoths that commonly hunt alongside packs of winter wolves. Their bodies look as though carved from glacial ice, and their piercing eyes resemble pools of frigid water. They live in glacial fortresses or the most blizzard-hammered mountains, though some live on massive icebergs and travel by way of enormous watercraft.
Even compared with other titans, frost titans are fearsome. Their temper can burst out anytime when they are threatened or betrayed. But frost titans are also smart and a certain number of them live a more peaceful way wandering through the world. They show both the calm and violent sides of the environment they originate from.

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