Magma Titan (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Magma Titan[edit]

Titanic elemental (titan), chaotic neutral

Armor Class 30 (natural armor)
Hit Points 2180 (50d100 + 500)
Speed 300 ft., burrow 150 ft.

30 (+10) 18 (+4) 30 (+10) 24 (+7) 28 (+9) 26 (+8)

Saving Throws Str +24, Dex +18, Con +24, Int +21, Wis +23, Cha +22
Damage Resistances acid, lightning, thunder
Damage Immunities cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight 300 ft., passive Perception 19
Languages Ignan, Primordial, Terran
Challenge 50 (1,220,000 XP)

Legendary Resistance (5/Day). If the titan fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. The titan can't be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Magic Attacks. The titan's attacks are magical.

Magma Movement. The titan ignores difficult terrain and magical effects can't reduce its speed. The titan can burrow through everything but adamantine and mithral. While doing so, the titan leaves a tunnel of lava in its wake.

Melted Form. The titan can move over creatures that are smaller than it and if it does, the characters it moves over take damage as if they had touched lava. When a creature ends their turn within 60 feet of the titan, they suffer 27 (6d8) fire damage and any nonmagical weapons or armor they are wearing or carrying melt, dealing 72 (16d8) fire damage to them for each item destroyed in this way.


Multiattack. The titan makes four slam attacks.

Slam. Melee Weapon Attack: +24 to hit, reach 150 ft., one target. Hit: 137 (12d20 + 10) bludgeoning damage plus 33 (6d10) fire damage and the target must succeed on a DC 32 Strength saving throw or be knocked prone.

Flaming Roar (Recharge 5-6). The titan spews forth fire and brimstone in a 200-foot cone. Each creature in that area must make a DC 32 Dexterity saving throw, taking 151 (3d100) bludgeoning damage and 151 (3d100) fire damage on a failed save, or half as much damage on a successful one.


The titan can take 5 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 titan regains spent legendary actions at the start of its turn.

Crush. The titan makes a slam attack.
Volcanic wrath. The titan casts the meteor swarm spell for (save DC 30).
Titanic Eruption (Costs 2 Actions, 1/Day). The titan releases a blast of energy covering a 1 mile radius. Each creature caught in the blast takes 65 (10d12) bludgeoning damage and 162 (25d12) fire damage. Additionally, everything that is not stone or metal that gets caught in the blast immediately bursts into flame.

The magma titan is one of three, the others being the ice titan and the nature titan, the three are so ancient that they are as old as the gods, and ten times as powerful. The magma titan is the most destructive, being the largest and the strongest, it's mere presence could defeat armies, and it's raw power could and has crushed empires to splinters, the might of the titans easily overpowers the tarrasque. The size of the titan is immense, it stands over 1,500 feet tall and over 400 feet wide, made entirely of molten lava, it generates so much heat it burns any vegetation that is within 150 feet of it, and it could power the largest dwarven mine for eternity. It is not possible to avert a titan attack, because if you see it coming, the best thing to do is evacuate, I mean, why fight something so powerful it could beat the gods?

Elemental Nature. A magma titan doesn't require air, food, drink, or sleep.

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