Hill Titan (5e Creature)

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Hill Titan[edit]

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


Armor Class 16 (natural armor)
Hit Points 231 (14d20 + 84)
Speed 40 ft.


STR DEX CON INT WIS CHA
25 (+7) 8 (-1) 22 (+6) 10 (+0) 13 (+1) 10 (+0)

Saving Throws Str +12, Con +11, Wis +6
Skills Perception +6
Proficiency Bonus +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 16
Languages Common, Giant
Challenge 14 (11,500 XP)


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.

Hill's Intuition. The giant has advantage on Wisdom (Survival) checks.

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.

Rock. Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: 34 (5d10 + 7) bludgeoning damage.

Avalanche (Recharge 5-6). The giant creates a whirlwind of mud towards a large or smaller creature within 90 ft. it can see. The target must succeed a DC 19 Dexterity saving throw or be restrained by mud until the end of its next turn. The target can escape the mud and end the restrained condition by using its action to make a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check.


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.
Wild Swing (Costs 3 Actions). The giant fuses the power of earth into its massive club and then swings it wildly in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Unattended objects in the area take double damage.
Summon Earth Elemental (1/Day). The giant summons an earth 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.

The back of a hill titan is covered in rocky domes that resemble small hills. With a certain amount of intelligence and a bigger appetite that simply smashing living things into soup can't fill, hill titans know their place in the world and thus split into good hearted farmers who can tolerate their humanoid and fey neighbours and heartless warlords who are vile brutes that think chiefly of food and violence. Among titans, hill titans are the most likely to leave solitude and join a local druid coven or a group of marauders. Conflicts never end between the two cultures of hill titans since both sides view their cousins as betrayers to their ancestors.

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