Pearl Titan (5e Creature)

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Pearl Titan[edit]

Gargantuan giant, any lawful alignment

Armor Class 17 (natural armor)
Hit Points 315 (18d20 + 126)
Speed 40 ft., swim 40 ft.

27 (+8) 10 (+0) 24 (+7) 12 (+1) 17 (+3) 20 (+5)

Saving Throws Con +13, Wis +9, Cha +11
Skills Deception +11, Insight +9, Perception +9, Persuasion +11
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses blindsight 120 ft., darkvision 60 ft., passive Perception 19
Languages Aquan, Common, Giant
Challenge 18 (20,000 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.

Echolocation. The giant can't use its blindsight when deafened.

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

At will: control water, create or destroy water, detect magic, fog cloud, locate object, light, water breathing, water walk
3/day each: gaseous form, mass cure wounds, misty step
1/day each: control weather

Politicians. The giant has advantage on Charisma (Deception and Persuasion) checks.

Underwater Camoflouflage. The giant has advantage on Dexterity (Stealth) checks made while underwater.


Multiattack. The giant makes three melee trident attacks or uses its Hurl Foam twice.

Trident. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 22 (4d6 + 8) piercing damage, or 26 (4d8 + 8) piercing damage if used with two hands to make a melee attack.

Hurl Foam. Ranged Spell Attack: +10 to hit, range 30/60 ft., one Medium or smaller creature. Hit: The target is restrained by magical foam for 1 minute. As an action, the restrained target can make a DC 17 Strength check, bursting the foam on a success. Any creature restrained by this effect will helplessly float to the surface if it is in water.

Rock. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Scalding Jet (Recharge 5-6). The giant creates a jet of burning hot water in a 120-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 42 (12d6) 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.


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.
Flight. The giant manifests its hydrokinesis into wings of water. As a bonus action, it may summon or dispel these wings, which when active give it a fly speed of 50 feet. The giant cannot fly in medium or heavy armor, or while in extremely hot areas where water would evaporate.
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.

Pearl titans are the self-proclaimed rulers of the high seas. They're known to create massive storms at sea, to exert their power over the land that surrounds their estate. These underwater fiefs span miles outward from the titan's home and encompass the territories of many creatures, such as merfolk or sahaguan. Often times, pods of orcas or sharks will patrol the grounds of the titan's mansion, as dogs would one above the water. Pearl titans have pupils that are white and shiny, like the jewels for which they're named, and their skin is slippery and slick, and constantly giving off a thin layer of steam.

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