Stone Titan (5e Creature)

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Stone Titan[edit]

Gargantuan giant, neutral


Armor Class 17 (natural armor)
Hit Points 247 (15d20 + 90)
Speed 40 ft.


STR DEX CON INT WIS CHA
26 (+8) 15 (+2) 23 (+6) 13 (+1) 15 (+2) 16 (+3)

Saving Throws Dex +7, Con +11, Wis +7
Skills Athletics +18, Perception +7
Proficiency Bonus +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 17
Languages Common, Giant, Terran
Challenge 16 (15,000 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 Sight. The giant has advantage on Wisdom (Perception) checks that rely on sight.

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

ACTIONS

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.

Rock. Ranged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 41 (6d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Stone Barrage (Recharge 5-6). The giant creates a whirlwind of stone shards in a 90-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 21 (6d6) bludgeoning damage plus 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. This damage is magical.

REACTIONS

Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

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 up to 50 feet.
Stony Dream (Costs 2 Actions). The giant targets one creature it can see within 10 feet of it. The target must succeed on a DC 16 Dexterity saving throw or be grappled (escape DC 18). While grappled in this way, Large or smaller creatures take 11(2d10)force damage at the start of its turn, descending into a dreamy stupor with its skin turning grey and inflexible like rock. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Summon Earth Elemental (1/Day). The giant summons an earth 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.

A stone titan's steps shake the earth, and its rocky skin forms an almost impenetrable barrier between it and the outside world. They often spend days, weeks, or even months on stone carvings, transforming a cave into a site that future stone giants view as a sacred place. Across the body of a stone titan, tiny shards of obsidian emerge. It is said that arrows made from this obsidian are capable of piercing the hide of even the greatest wyrms, but only if given willingly.

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