Primal Titan (5e Creature)

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Primal Titan[edit]

Large beast, chaotic good


Armor Class 25 (natural armor, barkskin)
Hit Points 102 (12d10 + 36)
Speed 65 ft, 60 ft flying


STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 17 (+3) 12 (+1) 20 (+5) 10 (+0)

Saving Throws Dex +10, Int +6, Wis +10
Skills Animal Handling +10, Athletics +11, Insight +10, Perception +10, Religion +6, Stealth +10, Survival +10
Proficiency Bonus +5
Damage Resistances radiant
Condition Immunities unconscious, poisoned, frightened and resistence to be charmed
Senses passive Perception 20
Languages — commom, elvish, sylvan, draconic, druidic
Challenge 16 (15,000 XP)


Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Blood Frenzy. The wolf has advantage on melee attack rolls on any creature that doesn't have all its hit points.

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Favored Enemy. Has a +2 bonus on damage rolls and have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Natural Explorer. You are a master at navigating the natural world and you react quickly and decisively when attacked. This provides you with the following benefits:

You ignore difficult terrain.

You have advantage on initiative rolls.

On your first turn of combat, you have advantage on attack rolls against creatures that have not yet acted.

Primal Beast. Bestial fur covers your body, your facial features become feral. All attacks count as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage and make Strength-based attack rolls with advantage. Melee weapon attacks deal an extra 1d6 force damage on a hit.

ACTIONS

Multiattack. The titan makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. (more 1d6 radiant + 1d6 force damege)

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 8) slashing damage. (more 1d6 radiant + 1d6 force damege)

REACTIONS

Breath Weapon. The titan can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.

Cure. You can spend a spell slot and gain 1d8 hit points per level of the spell slot spent.

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