Ancient Titan

_Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone._ **Children of the Gods.** Ancient titans are the surviving immortal children of an e

Armor class
15
Hit points
198
Challenge
12
Creature type
Celestial
Size
Gargantuan
Alignment
neutral good

_Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone._
Children of the Gods. Ancient titans are the surviving immortal children of an early primordial god. They fled to the wilds after a divine war, where they founded an empire that lasted thousands of years before plague brought about its collapse.
Sea God’s Servants. A few ancient titans still dwell in the ocean realm, spared by the sea god in exchange for eternal servitude. Ancient titans have long, glossy hair, usually black, red, or silver, and they stand 60 feet tall and weigh over 20 tons.
Friends to Dragons. Ancient titans have a strong rapport with wind and sea dragons, as well as gold, silver, and mithral dragons.

Stat block

Cha
20
Con
22
Dex
13
Int
16
Str
27
Wis
16
Speed
Walk: 50
Senses
darkvision 120 ft., passive Perception 17
Skills
Athletics: 14; Perception: 7; Intimidation: 9
Actions
  • Multiattack. The ancient titan makes two greatsword attacks or two longbow attacks
  • Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 8) slashing damage.
  • Longbow. Ranged Weapon Attack: +5 to hit, range 150/640 ft., one target. Hit: 19 (4d8 + 1) piercing damage.
  • Eldritch Singularity (Recharge 5-6). The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw. On a failure, the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. If the saving throw succeeds, the target takes half as much force damage and isn't knocked prone or pulled. The spot where the rupture occurs becomes the center of a 60-foot-radius antimagic field until the end of the ancient titan's next turn. The titan's spells are not affected by this antimagic field.
Languages
Common, Giant, Primordial, Titan, telepathy 120 ft.
Saving throws
Wisdom: 7; Charisma: 9; Constitution: 10
Special abilities
  • Magic Resistance. The ancient titan has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting. the ancient titan's spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components: 3/day: power word stun 1/day: power word kill
Damage resistances
bludgeoning, piercing, and slashing from nonmagical attacks

Source and licence

From Tome of Beasts.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.