Cloud Titan (5e Creature)

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Cloud Titan[edit]

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


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


STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 24 (+7) 17 (+3) 18 (+4) 18 (+4)

Saving Throws Con +13, Wis +10, Cha +10
Skills Athletics +15, Insight +10, Perception +10
Proficiency Bonus +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 20
Languages Auran, Common, Giant
Challenge 18 (20,000 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.

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

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light, minor illusion
3/day each: feather fall, fly, gaseous form, gust of wind, misty step, telekinesis

ACTIONS

Multiattack. The giant makes two morningstar attacks.

Morningstar. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage and 13(3d8) thunder damage.

Rock. Ranged Weapon Attack: +15 to hit, range 80/320 ft., one target. Hit: 42 (6d10 + 9) bludgeoning damage.

Harden Cloud (Recharge 5-6). The giant choose a point it can see within 90 ft. around itself. The air around it of a 10 ft. cube becomes dense and solid. This area is treated as difficult terran for any creature except the giant. If the creature tries to move through the dense air, it should make a DC 18 Dexterity saving throw or fails to move through the air and wastes 15 ft. of movement.


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 50 feet in any direction.
Tailwind (Costs 2 Actions). The giant summons magical clouds that levitate a creature. The creature is suspended in mid-air and moves 50 feet in a direction of the giant's choice. An unwilling creature must succeed on a DC 17 Constitution saving throw to be unaffected. A true giant automatiacally succeed this saving.
Summon Air Elemental (1/Day). The giant summons an air 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.

Massive giants that dwell high above the world, cloud titans are incredibly powerful, with the ability to summon air elementals. They are tremendously strong despite their skinny appearance and throw massive boulders with the greatest of ease. Clouds billow off of their skin, and the clouds shape themselves according to the giant's mood: the clouds of an angry giant are forebodingly dark and show menacing faces, while a happy giant's clouds are white, while its eyes look as bright as the sun.
Good cloud titans are often interested in trading goods as well as cultural innovations. It’s not uncommon for such giants to approach their neighbors with diplomacy and build strong relationships with other peaceful peoples. Some civilisations even worship such giants as lesser deities of art, liberty and joy. The evil ones are usually nihilistic and treat anything including other kinds of giants as nothing. Cloud titans with different alignment tend to tolerate each other for their own good. If such a rare conflict happens, it usually leads to such destruction that smaller folk would deem it an apocalypse.

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