Mercury Titan (5e Creature)

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Mercury Titan[edit]

Gargantuan giant, lawful good


Armor Class 15 (18 with mage armor)
Hit Points 297 (18d20 + 108)
Speed 45 ft.


STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 23 (+6) 29 (+9) 25 (+7) 25 (+7)

Saving Throws Con +12, Int +15, Wis +13, Cha +13
Skills Arcana +21, Perception +13
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities force, psychic, thunder
Condition Immunities charmed, paralyzed
Senses darkvision 120 ft., passive Perception 23
Languages Common, Draconic, Elvish, Giant, Sphinx, telepathy 240 ft.
Challenge 18 (20,000 XP)


Innate Spellcasting. The giant's innate spellcasting ability is Intelligence (spell save DC 19). It can innately cast the following spells, requiring no material components:

At will: acid splash, charm person, detect magic, detect thoughts, fireball, fog cloud, lightning bolt, mage hand, magic missile, prestidigitaion, ray of frost
3/day: arcane hand, counterspell, dispel magic, dominate person, mage armor, misty step, telekinesis, sleep
2/day: darkness, fear, invisibility, passwall, phantasmal killer
1/day: dimension door, gaseous form

Magic Resistance. The giant has advantage on saving throws against spells and other magical effects.

Magic Weapons. The giant's weapon attacks are magical.

Mystic Cheat. Whenever the giant fails a saving throw against a spell or other magical effect, it can choose to spend a counterspell to succeed instead.

Spell Quickdraw. The giant can cast a spell of its choice as a bonus action.

ACTIONS

Multiattack. The giant makes two quarterstaff attacks.

Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 6) bludgeoning damage or 24 (4d8 + 6) bludgeoning damage if used with with two hands.

Rock Ranged Weapom Attack: +10 to hit, range 60/240 ft., one target. Hit: 26 (4d10 + 6) bludgeoning damage.

Arcane Blast (Recharge 4-6). The giant creates a 60-foot radius explosion of arcane energy centered around itself. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 60 (12d10) force damage and 24 (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Summon Elemental (1/Day). The giant summons one of the four types of elementals. 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.


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Mercury titans are practically an embodiment of the arcane arts. The blood in their veins glows with magical essence and eyes sparkle, even with no light. Static electricity constantly crackles around their skin and their hair seems to always wave, if slowly and very slightly. Such a creature has been sought out by powerful magic users for ages, unfortunately, they're even rarer and reclusive than mercury giants and even shut out their own kind, as their powerful magical essence has affected them with severe paranoia.


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