Wild Titan

Monster Encyclopaedia II: The Dark Bestiary

Monster Encyclopaedia II

Author J. C. Alvarez
Publisher Mongoose Publishing
Publish date 2005
OGL Section 15 me2

The material below is Open Game Content

Wild Titan

Gargantuan Outsider (Air, Chaotic, Evil, Extraplanar, Water)
Hit Dice: 28d8+364 (490 hp)
Initiative: +5
Speed: 60 ft. (12 squares), fly 120 ft. (good), swim 60 ft.
AC: 33 (–4 size, +1 Dex, +26 natural), touch 7, flat-footed 32
Base Attack/Grapple: +28/+57
Attack: Slam +40 melee (2d6+17)
Full Attack: 2 slams +40 melee (2d6+17)
Space/Reach: 20 ft. /20 ft.
Special Attacks: Spell-like abilities, storm blast
Special Qualities: Damage reduction 15/magic, darkvision 60 ft., immunity to electricity, resistance to acid 10, cold 30 and fire 20, spell resistance 37
Saves: Fort +31, Ref +17, Will +22
Abilities: Str 44, Dex 12, Con 36, Int 19, Wis 19, Cha 28
Skills: Balance +32, Climb +56, Concentration +48, Intimidate +40, Jump +48, Listen +35, Spot +35, Search +35, Survival +35, Swim +56
Feats: Awesome Blow, Diehard, Endurance, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack
Environment: Any mountain or aquatic
Organisation: Solitary
Challenge Rating: 24
Treasure: Triple standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: —

This gigantic humanoid is the personification of godlike, unchained rage. Its blue skin is the colour of stormy skies, its long hoary hair and beard move about as if shaken by a hurricane. As the creature walks, thunder, storm and lightning seem to follow the beat of its footsteps.

Wild titans are outcasts of their race, ancient godlings whose destructive, uncontrollable behaviour has led to their expulsion from titan society. They usually retire to remote corners of the world, where they erect lonesome kingdoms of chaos by bending the area’s weather and territory to their will. The haunts of wild titans are always regarded as places of terrible magic and unspeakable danger.

Wild titans are nothing more than experienced titans, who have lived and seen so much their minds have been overtaken by the quintessence of cosmic chaos. They appear as old, ragged humanoids of Gargantuan size, with thunder in their voice and lightning in their gaze.

Wild titans speak Abyssal, Auran, Aquan, Celestial, Common, Draconic and Giant.

Combat

Wild titans attack by barraging intruders with their spelllike abilities. They know no pity or concern, thus it is very hard to scare or rout them.

Spell-Like Abilities: At will–air walk, call lightning storm (DC 24), chain lightning (DC 25), cone of cold (DC 24), control water, control weather, control winds (DC 24), ice storm, shatter (DC 21), sleet storm, wind wall; 3/day– earthquake (DC 27), freezing sphere (DC 24), whirlwind (DC 28), wind walk; 1/day–greater shout (DC 27), storm of vengeance (DC 29). Caster level 28th. Save DCs are Charisma based.

Storm Blast (Su): Once every 1d4 rounds, a wild titan may emit a cone of wind, sleet and lighting, 60 feet long by 60 feet wide at the end. Any creature caught in this cone suffers 16d8 points of damage and is blinded by the snow for 2d4 rounds. A successful Reflex save (DC 37, Constitution based) halves the damage and negates the blindness effect. Any creature damaged by a wild giant’s storm blast must succeed at a Fortitude save (DC 37, Constitution based) or become fatigued from frostbite for 2d6 rounds. The damage caused by a storm blast counts as both cold and electrical damage.

Skills: A wild titan gains a +8 racial bonus on all Climb and Swim checks. It can always take 10 on Climb or Swim checks, even if rushed or threatened.

Page tags: 3x monster outsider
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