War Hammer Titan (5e Creature)
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War Hammer Titan
Gargantuan aberration, lawful evil
Transformation. As an action, the Titanshifter in control of the War Hammer Titan summons a crystal made of the ultra-hard titan skin. Tendrils form from the crystal instantly and create the War Hammer Titan body from the crystal up. The tendrils act as the mental connection between the crystal and the War Hammer Titan, meaning if they are severed, the Titan dies. However, the shifter can stay in the crystal indefinitely, not needed to eat, drink, sleep, or breathe when they are in it. The Titan shifter cannot create a new Titan until they leave the original crystal. When the Titan is summoned, there are 1d4 + 2 tendrils. Each tendril has 30 hit points and and 25 AC.
Curse of Ymir. 13 years after its first transformation, the Titan shifter will die. Only a wish spell can prevent this from happening.
Brutal Weaponry. The War Hammer Titan deals two extra damage die with each weapon attack. All of the War Hammer Titan's attacks that involve conjuring Titan skin, such as conjuring spikes or weapons all count as adamantine weapons for the purposes of overcoming resistances (the attacks do not crit automatically).
Siege Monster. The War Hammer titan deals double damage to objects and structures.
Regeneration. The War Hammer Titan recovers 20 hit points at the start of each of its turns. The humanoid inside the crystal also regenerates half of these hit points. The War Hammer Titan only dies if the tendrils connected to the crystal are severed, or the person inside the crystal dies (Sister Tybur has 40 hit points).
Multiattack. The War Hammer Titan conjures a weapon if it has none, and then makes two weapon attacks.
Conjure Spikes (Recharge 5-6). The War Hammer Titan chooses one of the following options to create attack spikes.
When this action is used, the shifter must make a DC 16 Constitution save or become exhausted. If They succeed, the next time they conjure spikes, the DC is increased by 2. The Titanshifter must use their own Constitution modifier for the attack, not the Titan's (for Sister Tybur it is 14 (+2))
Conjure Weapon. The War Hammer Titan creates a weapon made out of hardened Titan skin out of thin air. The War Hammer Titan is considered proficient in this weapon. If it is a melee weapon, it has a reach of 50 feet, and if it has the reach property, it has a range of 100 feet. This ability can also create ranged weapon that have triple their normal range. The War Hammer Titan can reload a ranged weapon by conjuring ammunition into the weapon before it is fired as a bonus action. Make sure to account for the increased damage die for because of size (1 extra damage die for each extra size, so a war hammer would do 4d8 + 2d8 from the brutal weaponry trait). There are two weapons listed below, but the War Hammer Titan can conjure any weapon in the PHB.
War Hammer. Melee Weapon Attack: +12 to hit, range 50 feet. hit: 34 (6d8 + 8) bludgeoning damage.
Crossbow. Ranged Weapon Attack: +9 to hit, range (240/960) feet. hit: 30 (6d8 +5) piercing damage.
Punch. Melee Weapon Attack: + 12 to hit, range 15 feet. hit: 22 (6d4 + 8) bludgeoning damage.
2,000 years ago, the founder of the Titans, Ymir Fritz, died. Her powers were split into 9 powers, one of them being the War Hammer Titan. It was passed down throughout the Eldian empire until the Marley empire took over the world, and the Great Titan War began. The house that held the War Hammer Titan, the Tybur family, were the first to join sides with the Marley, because they thought the war was pointless anyways. The Tybur family became respected among the Marley, even as Eldians. They were given royal status, and were allowed to keep the War Hammer Titan in the family rather than handing it over to the Marley Government. 100 years later, Sister Tybur (first name unknown), the younger sister of Willy Tybur, inherited the War Hammer Titan.
The War Hammer Titan is a brutal when it comes to combat, having access to a wide variety of traps and weapons at its disposal, meaning it has a lot of options in combat, and normal weapons combat transfers to Titan combat a lot easier. Whenever the War Hammer Titan transforms, it summons the signature War Hammer Titan armor over it, which is like a watered-down version of the Armored Titan's Armor. This armor features several rungs over the face of the Titan, and makes it look bald. The War Hammer Titan is unique because it doesn't control it's Titan from the nape of the neck, but instead from a series of ultra-hard tendrils that connect to a crystal where the Titanshifter is in. The crystal has an AC of 25, and 80 hit points. For normal purposes, it is indestructible. The tendrils can extend as long as needed, and don't get any thinner.
Variant Trait: Skin Hardening
This is a trait that all Titanshifters can learn through practice. What it does is essentially harden the skin so that only adamantine and heavy-impact weapons could break through it. As an action or reaction, the War Hammer Titan can turn a portion of their skin into hardened Titan skin, an almost indestructible material that weighs next to nothing more. When used, it remains for one minute before dissipating. This feature can only be used once per titan shift. If a hand is hardened, the punch attack deals double damage. Increase the War Hammer Titan's Challenge rating by one if this feature is used.
Alternatively, if the War Hammer Titan shifter has ingested the armor serum, this ability can be used to create hardened tendrils from the body of the Titan in order to create near-indestructible structures. As an action, the War Hammer Titan's can make it's entire body become frozen in the hardened skin and cannot move (except for the nape). For every round following this one, the War Hammer Titan can create up to 50 cubic feet of hardened Titan skin structures, so long as it all connects and can support itself. This can be done for the next minute, and remains even if the Titanshifter leaves the nape of the titan. If this feature is used, increase the challenge rating of the War Hammer Titan by another one.