Wizard
Base Class: Wizard

Seekers are arcane adventurers who have unraveled the secrets of summoning and bonding with enigmatic entities called Titans. Whether through relentless study, a family bloodline, or a pact forged in the magical realms, Seekers have cultivated a unique connection with these powerful beings. Proficient in ancient lore and guided by an innate sense for mystical energies, Seekers navigate the realms armed with both their own magical prowess and the formidable abilities of their Titan companions. Together, Seeker and Titan unravel mysteries, track elusive targets, and face adversaries with a harmonious blend of arcane mastery and Titan-infused might. Each titan when invoked for the first time makes appear a mark on your body. When you bounded with that titan, that mark disappears and appears a new one. Rings are only able to be found in legendary titans. Bounding is when seeker and titan develop a connection, its stablished a bounding relationship only when the DM decides. An enchantment can´t be shortened or mispelled if that happens the titan is blocked for 3 seeker turns and the player loses 5 hit points. From level 1-14 titan duration is 1 minute or till hit points are reduced to 0. From level 15-19 titan duration is 10 minute or till hit points are reduced to 0. From level 20 or higher titan duration is till it is dismissed or till hit points are reduced to 0. You can't have more than one Legendary Titan at the same titan, if you try to you can't summon and will receive 1d6 of self damage per seeker level

Class Features

As a Seeker, you gain the following class features


 Spells:

1st Level Spells:

  • Inflict Wounds
  • Cause Fear
  • Dissonant Whispers

2nd Level Spells:

  • Blindness/Deafness
  • Ray of Enfeeblement
  • Shadow Blade

3rd Level Spells:

  • Bestow Curse
  • Vampiric Touch
  • Fear

4th Level Spells:

  • Blight
  • Dimension Door
  • Phantasmal Killer

5th Level Spells:

  • Contagion
  • Modify Memory
  • Negative Energy Flood

6th Level Spells:

  • Circle of Death
  • Eyebite
  • Mass Suggestion

7th Level Spells:

  • Finger of Death
  • Plane Shift
  • Prismatic Spray

8th Level Spells:

  • Dominate Monster
  • Power Word Stun
  • Feeblemind

9th Level Spells:

  • Power Word Kill
  • Wish

 

 Progression Spell Table:

+-------+---------+---------+-----------+----------+----------+----------+----------+----------+----------+----------+----------+----------+
| Level | Cantrips| Sp. Known| Sp. Slots| 1st Level| 2nd Level| 3rd Level| 4th Level| 5th Level| 6th Level| 7th Level| 8th Level| 9th Level|
+-------+---------+----------+----------+----------+----------+----------+----------+----------+----------+----------+----------+----------+
|   1   |    3    |    4     |     2    |     2    |     -    |     -    |     -    |     -    |     -    |     -    |     -    |     -    |
|   2   |    3    |    5     |     3    |     3    |     -    |     -    |     -    |     -    |     -    |     -    |     -    |     -    |
|   3   |    3    |    6     |     4    |     4    |     2    |     -    |     -    |     -    |     -    |     -    |     -    |     -    |
|   4   |    4    |    7     |     4    |     4    |     3    |     -    |     -    |     -    |     -    |     -    |     -    |     -    |
|   5   |    4    |    8     |     4    |     4    |     3    |     2    |     -    |     -    |     -    |     -    |     -    |     -    |
|   6   |    4    |    9     |     4    |     4    |     3    |     3    |     -    |     -    |     -    |     -    |     -    |     -    |
|   7   |    4    |    10    |     4    |     4    |     3    |     3    |     1    |     -    |     -    |     -    |     -    |     -    |
|   8   |    4    |    11    |     4    |     4    |     3    |     3    |     2    |     -    |     -    |     -    |     -    |     -    |
|   9   |    4    |    12    |     4    |     4    |     3    |     3    |     3    |     1    |     -    |     -    |     -    |     -    |
|  10   |    5    |    13    |     4    |     4    |     3    |     3    |     3    |     2    |     -    |     -    |     -    |     -    |
|  11   |    5    |    14    |     4    |     4    |     3    |     3    |     3    |     2    |     1    |     -    |     -    |     -    |
|  12   |    5    |    15    |     4    |     4    |     3    |     3    |     3    |     2    |     1    |     -    |     -    |     -    |
|  13   |    5    |    16    |     4    |     4    |     3    |     3    |     3    |     2    |     1    |     1    |     -    |     -    |
|  14   |    5    |    17    |     4    |     4    |     3    |     3    |     3    |     2    |     1    |     1    |     -    |     -    |
|  15   |    5    |    18    |     4    |     4    |     3    |     3    |     3    |     2    |     2    |     1    |     1    |     -    |
|  16   |    5    |    19    |     4    |     4    |     3    |     3    |     3    |     2    |     2    |     2    |     1    |     -    |
|  17   |    5    |    20    |     4    |     4    |     3    |     3    |     3    |     2    |     2    |     2    |     2    |     1    |
|  18   |    5    |    21    |     4    |     4    |     3    |     3    |     3    |     3    |     2    |     2    |     2    |     1    |
|  19   |    5    |    22    |     4    |     4    |     3    |     3    |     3    |     3    |     3    |     3    |     3    |     1    |
|  20   |    5    |    23    |     4    |     4    |     3    |     3    |     3    |     3    |     3    |     3    |     3    |     2    |
+-------+---------+----------+----------+----------+----------+----------+----------+----------+----------+----------+----------+----------+

 

Titanic Resonance

Summonings, each one needs to have the right enchantment. You can control the Titans during one minute.  But you need to tell the right enchantment.

Titan Mark Place:

Dice Roll Body Part
1 Forehead
2 Chest
3 Right Arm
4 Left Arm
5 Back
6 Right Leg
7 Left Leg
8 Neck
9 Right Hand
10 Left Hand
11 Right Cheek
12 Left Cheek
13 Abdomen
14 Right Foot
15 Left Foot
16 Upper Back
17 Lower Back
18 Right Shoulder
19 Left Shoulder

 


Kipperin (1st Level Titan)


Small Fey (Flying), Neutral Good

Armor Class 13

Hit Points 25 (5d6 + 5)

Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 14 (+2)

Saving Throws Dex +5, Cha +4

Skills Insight +3, Perception +3

Senses passive Perception 13

Languages Common, Primordial can't speak but understands


Fly. After being summoned Kipperin wraps around its seeker or a creature within 60 feet of them, giving them a fly speed of 30ft. Kipperin’s HP count as temporary hit points for the creature it wraps itself around.


Actions

Helping Tentacle. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: The target gains 1d6 temporary hit points.

Wind Gut. Ranged  Attack: +4 to hit, range 30 ft., one target. Hit: 1d8 bludgeoning damage and the target must succeed on a DC 12 Strength saving throw or be pushed 10 feet away from Kipperin.


Reactions

Protective Wind. When an ally Kipperin can see within 30 feet is hit by an attack, Kipperin can use its reaction to impose disadvantage on the attack roll, potentially causing the attack to miss. (3 times a day)


 Enchantment: "Raise me up", or "Take the high road" or "Catch him" + "Kipperin !"


Freelancer (3rd Level Titan)


Medium Construction (Soldier), Neutral

Armor Class 14

Hit Points 40 (6d8 + 12)

Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 12 (+1)

Saving Throws Str +5, Dex +4, Con +4

Skills Athletics +5, Perception +3

Senses passive Perception 13

Languages understands Common and Primordial but can't speak


Actions

Spear. Melee Attack: +3 + proficiency bonus to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage


Reactions

Defender. Freelancer can impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t Freelancer, provided it can see the attacker.


 Enchantment: "Awaken," or "Fight with me," or "Rush," or "Defend" + "Freelancer !"


Springer (3rd Level Titan)


Small Beast (Mammal), Neutral Good

Armor Class 14

Hit Points 30 (5d8 + 10)

Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +5, Wis +4, Cha +3

Skills Insight +4, Sleight of Hand+5, Perception +4

Senses passive Perception 14

Languages understands Common and Sylvan but can't speak


Cunning. Springer has advantage on rolls made to spot traps and to pick locks.


Actions

Claw. Melee Weapon Attack: -2 + proficiency bonus to hit, reach 5ft., one target. Hit 0 (1d4 - 2) slashing damage.


 Enchantment: "Help us out," or "Time to play," or "Let us through" or "Come out" + "Springer !"


Gar-Ghoul (5th Level Titan)


Medium Construction (Moving-Statue), Chaotic Neutral

Armor Class 15 (natural armor)

Hit Points 60 (8d10 + 16)

Speed 20 ft., fly 20 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Saving Throws Str +4, Con +4, Wis +3

Skills Athletics +4, Perception +3

Senses darkvision 60 ft., passive Perception 14

Languages understands Common and Infernal but can't speak


Terrifying Presence. All creatures within 20 feet of Gar-Ghoul that can see it must make a DC 11 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Vortex Field. If the terrain around Gar-Ghoul is covered in water, it counts as difficult terrain within 10 feet of Gar-Ghoul.


Actions

Multiattack. Gar-Ghoul makes two attacks with its Claws.

Claws. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 4) slashing damage.

Crushing Grip. Melee  Attack: +3 to hit, reach 5 ft., one target. Hit: (1d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and Gar-Ghoul can't use its claws on another target.


 Enchantment: "Punish them,"  or "Teach them a lesson," or "Manifest" + "Gar-Ghoul !"


Solwing (5th Level Titan)


Small Celestial (Bird), Lawful Good

Armor Class 16 (natural armor)

Hit Points 50 (9d10 + 5)

Speed 10 ft., fly 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 12 (+1) 14 (+2) 12 (+1) 16 (+3)

Saving Throws Dex +6, Wis +3, Cha +5

Skills Acrobatics +6, Perception +3, Investigation +3

Senses passive Perception 14

Languages understands Common and Auran but can't speak


Radiant Aura. Allies within 10 feet of Solwing regain 1d6 hit points at the start of their turn.


Actions

Multiattack. Solwing makes two attacks with its Talons.

Talons. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.


 Enchantment:  "Take flight, Solwing !"


Antedeluvian (7th Level Titan)


Large Undead (Vampire), Lawful Evil

Armor Class 15 (natural armor)

Hit Points 120 (10d12 + 50)

Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Str +5, Con +6, Wis +4

Skills Athletics +5, Perception +4

Damage Resistances necrotic

Senses darkvision 60 ft., passive Perception 15

Languages understands Common and Abyssal but can't speak


Life Drain. When Antedeluvian deals necrotic damage, it regains hit points equal to half the amount of necrotic damage dealt.


Actions

Multiattack. Antedeluvian makes two attacks with its Claws.

Claws. Melee Attack: +3 to hit, reach 10 ft., one target. Hit: 16 (1d6 + 3) necrotic damage. Antedeluvian regains half the necrotic damage dealt as hit points.

Serpent Sword. Melee Attack: +4 to hit, reach 15 ft., one target. Hit: (1d12 + 4) slashing damage. Antedeluvian regains half the necrotic damage dealt as hit points.


 Enchantment: "Wither and decay, Antedeluvian !"


Metagolem (7th Level Titan)


Huge Construction (Titan), Lawful Neutral

Armor Class 18 (natural armor)

Hit Points 150 (12d12 + 60)

Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Str +5, Con +6, Wis +4

Skills Athletics +5, Perception +4

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, psychic

Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 15

Languages understands Common and Golem but can't speak


Walking Bulwark. Metagolem deals double damage to objects and structures.


Actions

Multiattack. Metagolem makes two attacks with its Fists.

Fists. Melee Attack: +5 to hit, reach 10 ft., one target. Hit:  (1d12 + 5) bludgeoning damage.

Ground Slam. (Recharge 5-6). Metagolem slams the ground, causing a shockwave. All creatures within 30 feet must make a DC 17 Strength saving throw, taking (8d8) bludgeoning damage and falling prone on a failed save, or half as much damage and not falling prone on a successful one.


 Enchantment: "Lend us strength," or "'Do your worst," or "Get ready," or "Ready for battle," or "Demolition time" + "Metagolem !"


Dendras (10th Level Titan)


Medium Fey (Elf), Lawful Neutral

Armor Class 15 (natural armor)

Hit Points 120 (10d12 + 50)

Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 18 (+4) 14 (+2) 14 (+2) 12 (+1)

Saving Throws Str +4, Con +6, Wis +4

Skills Athletics +4, Perception +4

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 15

Languages understands Common and Sylvan but can't speak


Dendras's Puppets: Dendras controls two dragon-shaped puppets, each with enhanced attacks.

Ice Dragon Puppet:

  • Attack: Frost Breath (15 ft. cone, DC 14 Constitution saving throw, 2d6 cold damage on a failed save, half on a success)

Fire Dragon Puppet:

  • Attack: Fire Breath (15 ft. cone, DC 14 Dexterity saving throw, 2d6 fire damage on a failed save, half on a success)

Actions

Command Puppets. Dendras can use his action to command the Celestial Ice Dragon and Celestial Fire Dragon puppets to take specific actions on their turns.


 Enchantment: "Emerge" or "Bring it on" + "Dendras !"


Elf King Oberon (10th Level Titan)


Medium Fey (Elf), Neutral Good

Armor Class 15 (natural armor)

Hit Points 100 (10d12 + 30)

Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 18 (+4) 15 (+3) 22 (+6)

Saving Throws Int +6, Wis +5, Cha +8

Skills Arcana +6, Insight +5, Persuasion +8

Damage Resistances psychic

Senses darkvision 60 ft., passive Perception 14

Languages understands Common, Elvish, and Sylvan but can't speak


Aura of Enlightenment. Allied creatures within 30 feet of Elf King Oberon gain advantage on saving throws against spells and other magical effects.


Actions

Sword of Wisdom. Melee  Attack: +5 to hit, reach 10 ft., one target. Hit: (1d6 + 3) slashing damage.

Blessing of the Elf King. (Recharge 5-6). Elf King Oberon can bless all allied creatures within 30 feet. Allies gain 20 temporary hit points and advantage on their next attack roll, ability check, or saving throw.


 Enchantment:  "Enlighten them, Elf King Oberon !"


Vigilante (11th Level Titan)


Medium Humanoid (Assassin), Chaotic Neutral

Armor Class 17 (natural armor)

Hit Points 90 (10d12 + 20)

Speed 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 16 (+3)

Saving Throws Str +4, Dex +6, Con +4

Skills Acrobatics +6, Stealth +6, Perception +3

Damage Resistances piercing

Senses darkvision 60 ft., passive Perception 14

Languages understands Common and Thieves' Cant but can't speak


Evasion: If the Vigilante is subjected to an effect that allows it to make a Dexterity saving throw to take half damage on a success, it instead takes no damage on a success and half damage on a failure.

Uncanny Dodge: When an attacker the Vigilante can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

Sneak Attack. Vigilante deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Vigilante that isn't incapacitated and Vigilante doesn't have disadvantage on the attack roll.


Actions

Multiattack. Vigilante makes two attacks with its Blades.

Blades. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.

Shadow Step. Vigilante magically teleports up to 60 feet to an unoccupied space it can see. Both the space it leaves and its destination must be in dim light or darkness. Vigilante then has advantage on the first melee attack it makes before the end of the turn.


 Enchantment: "Even the odds, Vigilante !"


Lindorm (13th Level Titan)


Large Beast (Titan), Chaotic Neutral

Armor Class 16 (natural armor)

Hit Points 150 (12d12 + 60)

Speed 30 ft., fly 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 14 (+2)

Saving Throws Str +6, Con +5, Wis +3

Skills Athletics +6, Perception +3

Damage Resistances slashing

Senses darkvision 60 ft., passive Perception 13

understands Common and Draconic but can't speak


Fury. Lindorm gains advantage on attack rolls against creatures that have damaged it since the end of its last turn.


Actions

Multiattack: The Lindorm can make three attacks in one turn. It can choose to make one bite attack and two claw attacks, or three claw attacks.

Bite: In melee combat, the Lindorm can make a powerful bite attack with a +5 to hit, dealing (2d10 + 3) piercing damage.

Claw: The Lindorm can make a claw attack in melee with a +5 to hit, causing  (2d6 + 3) slashing damage.


 Enchantment:  "Answer me," or "Fight with fury," or "No holding back," or "Take them down," or "Awaken" + "Lindorm !"


Fenris (13th Level Titan)


Medium Beast (Titan), Chaotic Neutral

Armor Class 16 (natural armor)

Hit Points 120 (12d12 + 24)

Speed 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 14 (+2)

Saving Throws Str +6, Dex +6, Con +4

Skills Perception +3, Stealth +6

Damage Resistances piercing

Senses darkvision 60 ft., passive Perception 16

Languages understands Common and Sylvan but can't speak


Pounce. If Fenris moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, Fenris can make one bite attack against it as a bonus action. 

Berserk. Fenris can use its bonus action to rage: while raging it has advantage on Strength checks and Strength saving throws and it has resistance to bludgeoning, piercing, and slashing damage. Its rage lasts for 1 minute. It ends early if its turn ends and it has not attacked a hostile creature since its last turn or taken damage since then.


Actions

Multiattack. Fenris makes two attacks: one with its Fangs and one with its Claws.

Bite. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: (3d8 + 6) piercing damage.

Claws. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.


 Enchantment: "Take them out, Fenris !"


Caliban (15th Level Titan)


Medium Humanoid (Warrior), Chaotic Good

Armor Class 16 (natural armor)

Hit Points 180 (15d12 + 75)

Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 20 (+5) 14 (+2) 12 (+1) 18 (+4)

Saving Throws Str +12, Con +10, Wis +6

Skills Athletics +12, Intimidation +9

Damage Resistances slashing

Senses darkvision 60 ft., passive Perception 11

Languages understands Common and Infernal but can't speak


Alert. No creature within 30 feet of Caliban can make an attack roll with advantage against it, unless it’s incapacitated.


Actions

Multiattack. Caliban makes two attacks

Punch. Unarmed Strike: +4  to hit, reach 5ft., one target. Hit 8 (1d8 + 4) bludgeoning damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 10 (2d6 + 4) slashing damage.


 Enchantment: "Come out," or "Prepare for battle," or "Ready for action," or "I invoke," or "Awaken," or "Engage," + "Caliban"


King Basilisk (15th Level Titan)


Large Dragon (Titan), Chaotic Neutral

Armor Class 16 (natural armor)

Hit Points 200 (16d12 + 96)

Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 16 (+3)

Saving Throws Str +7, Con +6, Wis +4

Skills Perception +4, Intimidation +5

Damage Resistances piercing

Senses darkvision 60 ft., passive Perception 16

Languages understands Common and Draconic but can't speak


Stonegaze: If a creature starts its turn within 30 feet of the King Basilisk and the two of them can see each other, the creature must succeed on a DC 15 Constitution saving throw or be magically petrified until the start of its next turn. On a successful saving throw, the creature is immune to the King Basilisk's Stonegaze for 24 hours. Additionally, if a reflective surface, such as a mirror, is positioned to catch the King Basilisk's gaze and redirect it back at the creature, the creature is petrified permanently unless it succeeds on a DC 15 Constitution saving throw.


Actions

Bite: Melee Attack: +5 to hit, reach 10 ft., one target. Hit: (2d10 + 4) piercing damage.


Reactions

Undo Petrification: If a creature that is petrified by the King Basilisk's Stonegaze effect ends its turn and is within 30 feet of the King Basilisk, the King Basilisk can use its reaction to undo the petrification.


 Enchantment: "Put them in their place, King Basilisk !"


Araknos, The Legendary Titan of Mind (17th Level Titan)


Large Insectoid (Spider), Neutral

Armor Class 16 (natural armor)

Hit Points 220 (20d12 + 80)

Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 24 (+7) 16 (+3) 18 (+4)

Saving Throws: Int +9, Wis +5, Cha +6
Skills: Deception +5, Insight +5, Perception +5, Persuasion +6
Damage Resistances: Psychic
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 120 ft., Passive Perception 19
Languages: Understands Common, Draconic, Infernal, telepathy 120 ft.


Mind Manipulation: Araknos can use its web to alter the personality, memories, and actions of a target. The target must succeed on a DC 18 Intelligence saving throw or have their mind altered as per the Modify Memory spell. This effect can also be broken by fire.


Actions

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

Bite: Melee Attack: +5 to hit, reach 10 ft., one target. Hit: (2d8 + 4) piercing damage plus (1d6) poison damage.

Claw: Melee Attack: +5 to hit, reach 5 ft., one target. Hit:  (2d6 + 5) slashing damage.


 Enchantment: "Move the people between, Legendary Titan of Mind, Araknos !"


Behemoth, The Legendary Titan of Body (19th Level Titan)


Huge Beast (Hippo), Neutral Good

Armor Class 20 (natural armor)

Hit Points 300 (24d12 + 144)

Speed 40 ft.


STR DEX CON INT WIS CHA
26 (+8) 10 (0) 24 (+7) 6 (-2) 12 (+1) 8 (-1)

Saving Throws: Str +10, Con +9, Wis +3
Skills: Athletics +10, Intimidation +1, Perception +3
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft., Passive Perception 19
Languages: Understands Common and Giant but can't speak


Magic Resistance: Behemoth has advantage on saving throws against spells and other magical effects.


Actions

Multiattack: Behemoth makes three attacks: one with its Globe Smash and two with its Slam.

Globe Smash: Melee Attack: +5 to hit, reach 15 ft., one target. Hit: (2d12 + 3) bludgeoning damage. On a critical hit, the target must succeed on a DC 25 Strength saving throw or be knocked prone and stunned until the end of Behemoth’s next turn.

Slam: Melee Attack: +5 to hit, reach 10 ft., one target. Hit: (4d8 + 5) bludgeoning damage.

Stomp: Melee Attack: +5 to hit, reach 5 ft., one target. Hit: (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.


 Enchantment:  "Move the earth, Legendary Titan of Body, Behemoth !"


Legion, The Legendary Titan of War (20th Level Titan)


Huge Undead (Titan), Neutral Evil

Armor Class 18 (natural armor)

Hit Points 300 (24d12 + 144)

Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 10 (0) 22 (+6) 6 (-2) 12 (+1) 6 (-2)

Saving Throws STR +9, CON +8
Skills Intimidation +0, Perception +3, Survival +3
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Deafened, Frightened
Senses Darkvision 60 ft., Passive Perception 11
Languages All understands the language of its owner but doesn't speak


Undead Fortitude: If Legion drops to 0 hit points, it makes a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Legion drops to 1 hit point instead.

War Cry: Once per day, Legion lets out a mighty war cry. All undead allies within 60 feet gain advantage on their next attack roll.


Actions

Multiattack: Legion makes three attacks: two with its Slam and one with its Stomp.

Slam: Melee Attack: +5 to hit, reach 10 ft., one target. Hit: (3d10 + 5) bludgeoning damage.

Stomp: Legion stomps the ground, causing a shockwave in a 20-foot radius around it. Each creature in that area must make a DC 22 Strength saving throw or be knocked prone.


 Enchantment: "Unleash, Legendary Titan of War, Legion !"


Umbra, The Shadow Jaguar - Legendary Titan of Dimensions (22nd Level Titan)


Large Beast (Jaguar), Lawful Neutral

Armor Class 17 

Hit Points 320 (25d12 + 175)

Speed 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 20 (+5) 3 (-4) 16 (+3) 8 (-1)

 

Saving Throws Dex +8, Con +7, Wis +5, Cha +1
Skills Stealth +8, Perception +5
Senses Darkvision 120 ft., Passive Perception 18
Languages Common, understands Abyssal but can't speak


Keen Smell. The shadow jaguar has advantage on Wisdom (Perception) checks that rely on smell.

Shadow Blend. The shadow jaguar can take the Hide action as a bonus action in dim light or darkness.


Actions

Multiattack. The shadow jaguar makes three attacks: one bite and two claw attacks.

Bite. Melee  Attack: +5 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 5) piercing damage.

Claw. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 5) slashing damage.


 Enchantment: "Evoke, Legendary Titan of War, Legion !"


Pendragon, The Legendary Titan of Champions (24th Level Titan)


Huge Dragon (Titan), Lawful Good

Armor Class 18

Hit Points 350 (30d12 + 180)

Speed 40 ft., fly 40 ft.


STR DEX CON INT WIS CHA
28 (+9) 16 (+3) 22 (+6) 18 (+4) 22 (+6) 26 (+8)

Saving Throws: Str +11, Dex +5, Con +8, Wis +8, Cha +10

Skills: Athletics +11, Perception +8, Intimidation +10

Damage Resistances: Radiant

Senses: Darkvision 120 ft., Truesight 60 ft., Passive Perception 21
Languages: Celestial, Common, Draconic only understands


Champion's Aura. Allies within 60 feet of Pendragon have advantage on saving throws against spells and other magical effects.

Champion's Presence: Pendragon can use its presence to exert an aura of divine authority. All friendly creatures within 30 feet of Pendragon have advantage on saving throws against being frightened or charmed.


Actions

Multiattack: Pendragon makes two attacks: one with its bite and other with its claws.

Bite: Melee Attack: +5 to hit, reach 10 ft., one target. Hit: (2d10 + 5) piercing damage.

Claw: Melee Attack: +5 to hit, reach 5 ft., one target. Hit:  (2d6 + 5) slashing damage.

Tail Swipe: Melee Attack: +5 to hit, reach 15 ft., all creatures in that area. Hit: (2d8 + 5) bludgeoning damage, and affected creatures must succeed on a DC 20 Strength saving throw or be knocked prone.


 Enchantment: "Awaken Legendary Titan of Champions, Pendragon !"


Kipperin (Power Bonded)


Small Fey (Flying), Neutral Good

Armor Class 13

Hit Points 25 (5d6 + 5)

Speed 30 ft. (flying)


STR DEX CON INT WIS CHA
10 (0) 18 (+4) 12 (+1) 14 (+2) 12 (+1) 14 (+2)

Saving Throws Dex +6, Cha +4

Skills Insight +3, Perception +3

Senses passive Perception 13

Languages understands Common and Primordial but can't speak


Mindcage. If you have Kipperin Powerbonded’s amulet on your person, you have advantage on Intelligence, Wisdom and Charisma saving throws against magical effects.

Fly. After being summoned Kipperin wraps around its seeker or a creature within 60 feet of them, giving them a fly speed of 40ft. Kipperin Powerbonded’s HP count as temporary hit points for the creature it wraps itself around.

Wing Slap. The creature which Kipperin Powerbonded wraps to gains a new type of attack, that you can find here below.


Actions

Helping Tentacle. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: The target gains 1d4 temporary hit points.

Wind Gut. Ranged Attack: +2 to hit, range 20 ft., one target. Hit: 1d6 bludgeoning damage and the target must succeed on a DC 12 Strength saving throw or be pushed 5 feet away from Kipperin.

Wing Slap (Recharge 5-6). Melee Attack: +5 + proficiency bonus to hit, reach 5ft., one target. Hit 16 (3d10) radiant damage.


Reactions

Protective Wind. When an ally Kipperin can see within 20 feet is hit by an attack, Kipperin can use its reaction to impose disadvantage on the attack roll, potentially causing the attack to miss. (3 times a day)


 Enchantment: "Let's Go, Kipperin !"

 


Freelancer (Power Bonded)


Medium Construction (Soldier), Neutral

Armor Class 14

Hit Points 40 (6d8 + 12)

Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 12 (+1)

Saving Throws Str +5, Dex +5, Con +4

Skills Athletics +5, Perception +3

Senses passive Perception 13

Languages understands Common and Primordial but can't speak


Actions

Spear. Melee Attack: +3 + proficiency bonus to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage

Shield Bash: Melee  Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. 


Enchantment: "Come on, Freelancer !"

 


Springer ( Power Bonded)


Small Beast (Mammal), Neutral Good

Armor Class 14

Hit Points 30 (5d8 + 10)

Speed 20 ft.


STR DEX CON INT WIS CHA
10 (0) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +6, Wis +4, Cha +3

Skills Insight +4, Sleight of Hand +5, Perception +4

Senses passive Perception 14

Languages understands Common and Sylvan but can't speak


Cunning. Springer has advantage on rolls made to spot traps and to pick locks.


Actions

Claw. Melee Attack: -2 + proficiency bonus to hit, reach 5ft., one target. Hit 0 (1d4 - 2) slashing damage.


 Enchantment: "Swift as an arrow, Springer !"

 


Gar-Ghoul (Power Bonded)


Medium Construction (Moving-Statue), Chaotic Neutral

Armor Class 15

Hit Points 60 (8d10 + 16)

Speed 20 ft., fly 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Saving Throws Str +6, Con +4, Wis +3

Skills Athletics +6, Perception +3

Senses darkvision 60 ft., passive Perception 13

Languages understands Common and Infernal but can't speak


Terrifying Presence. All creatures within 10 feet of Gar-Ghoul that can see it must make a DC 11 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Actions

Claws. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 3) bludgeoning damage.

Crushing Grip. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and Gar-Ghoul can't use its claws on another target.

Hydrojet. Ranged Attack: +2 to hit + proficiency bonus, reach 60ft., one target. Hit (1d10) force damage.


 Enchantment: "Rumble forth, Gar-Ghoul !"

 


Solwing (Power Bonded)


Small Celestial (Bird), Lawful Good

Armor Class 14

Hit Points 50 (9d10 + 5)

Speed 20 ft., fly 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 12 (+1) 14 (+2) 12 (+1) 16 (+3)

Saving Throws Dex +6, Wis +3, Cha +5

Skills Acrobatics +6, Perception +3, Investigation +3

Senses passive Perception 13

Languages understands Common and Auran but can't speak


Radiant Aura. Allies within 5 feet of Solwing regain 1d6 hit points at the start of their turn.


Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.

Radiant Slash. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 3) radiant damage and the target must make a DC 13 Constitution saving throw or be blinded until the end of Solwing's next turn.


 Enchantment: "In the air, Solwing!"

 


Antedeluvian (Power Bonded)


Big Undead (Vampire), Lawful Evil

Armor Class 15

Hit Points 120 (10d12 + 50)

Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Str +5, Con +6, Wis +4

Skills Athletics +5, Perception +4

Damage Resistances necrotic

Senses darkvision 60 ft., passive Perception 15

Languages understands Common and Abyssal but can't speak


Life Drain. When Antedeluvian deals necrotic damage, it regains hit points equal to half the amount of necrotic damage dealt.


Actions

Claws. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 3) necrotic damage. Antedeluvian regains half the necrotic damage dealt as hit points.

Necrotic Burst. (Recharge 5-6). Antedeluvian releases a burst of necrotic energy in a 20-foot radius. All creatures in the area must make a DC 14 Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. Antedeluvian regains hit points equal to half the necrotic damage dealt.

Serpent Sword. Melee Attack: +4 to hit, reach 15 ft., one target. Hit: (1d12 + 4) slashing damage. Antedeluvian regains half the necrotic damage dealt as hit points.


 Enchantment:  "Make them tremble, Antedeluvian !"

 


Metagolem (Power Bonded)


Huge Construction (Titan), Lawful Neutral

Armor Class 18

Hit Points 150 (12d12 + 60)

Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Str +6, Con +7, Wis +5

Skills Athletics +6, Perception +5

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, psychic

Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 15

Languages understands Common and Golem but can't speak


 Unyielding Presence: Metagolem exudes an aura of resilience, making it immune to being grappled or restrained.

Walking Bulwark. Metagolem deals double damage to objects and structures.


Actions

Fists. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d8 + 3) bludgeoning damage.

Ground Slam. (Recharge 5-6). Metagolem slams the ground, causing a shockwave. All creatures within 20 feet must make a DC 14 Strength saving throw, taking 36 (8d8) bludgeoning damage and falling prone on a failed save, or half as much damage and not falling prone on a successful one.


 Enchantment: "Clear the way, Metagolem !" 

 


Dendras (Power Bonded)


Medium Fey (Elf), Lawful Neutral

Armor Class 16

Hit Points 120 (10d12 + 50)

Speed 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 18 (+4) 14 (+2) 14 (+2) 12 (+1)

Saving Throws Str +4, Con +6, Wis +4

Skills Athletics +4, Perception +4

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 15

Languages understands Common and Sylvan but can't speak


Dendras's Puppets: Dendras controls two dragon-shaped puppets, each with enhanced attacks.

Ice Dragon Puppet:

  • Attack: Frost Breath (15 ft. cone, DC 14 Constitution saving throw, 2d6 cold damage on a failed save, half on a success)

Fire Dragon Puppet:

  • Attack: Fire Breath (15 ft. cone, DC 14 Dexterity saving throw, 2d6 fire damage on a failed save, half on a success)

Actions

Command Puppets. Dendras can use his action to command the Celestial Ice Dragon and Celestial Fire Dragon puppets to take specific actions on their turns. 


Enchantment:  "Take control, Dendras !"

 


Elf King Oberon (Power Bonded)


Medium Fey (Elf), Neutral Good

Armor Class 15

Hit Points 100 (10d12 + 30)

Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 18 (+4) 16 (+3) 20 (+5)

Saving Throws Int +6, Wis +5, Cha +7

Skills Arcana +6, Insight +5, Persuasion +7

Damage Resistances psychic

Senses darkvision 60 ft., passive Perception 13

Languages understands Common, Elvish, and Sylvan but can't speak


Aura of Enlightenment. Allied creatures within 20 feet of Elf King Oberon gain advantage on saving throws against spells and other magical effects.


Actions

Sword of Wisdom. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.

Blessing of the Elf King. (Recharge 5-6). Elf King Oberon can bless all allied creatures within 20 feet. Allies gain 15 temporary hit points and advantage on their next attack roll, ability check, or saving throw.


Enchantment: "Emerge, Elf King Oberon !"

 


Vigilante (Bounded Form)


Medium Humanoid (Assassin), Chaotic Neutral

Armor Class 16

Hit Points 90 (10d12 + 20)

Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 16 (+3)

Saving Throws Str +4, Dex +6, Con +4

Skills Acrobatics +6, Stealth +6, Perception +3

Damage Resistances piercing

Senses darkvision 60 ft., passive Perception 14

Languages understands Common and Thieves' Cant but can't speak


Evasion: If the Vigilante is subjected to an effect that allows it to make a Dexterity saving throw to take half damage on a success, it instead takes no damage on a success and half damage on a failure.

Uncanny Dodge: When an attacker the Vigilante can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

Vanish: As a bonus action, the Vigilante can magically turn invisible until the start of its next turn or until it makes an attack.


Actions

Sneak Attack. Vigilante deals an extra (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Vigilante that isn't incapacitated and Vigilante doesn't have disadvantage on the attack roll.

Multiattack: The Vigilante makes two attacks with his blades.

Blades. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d12+ 3) piercing damage.

Shadow Step. Vigilante magically teleports up to 30 feet to an unoccupied space it can see. Both the space it leaves and its destination must be in dim light or darkness. Vigilante then has advantage on the first melee attack it makes before the end of the turn.


Enchantment: "Manifest, Vigilante !"

 


Lindorm (Power Bonded)


Large Beast (Titan), Chaotic Neutral

Armor Class 16

Hit Points 150 (12d12 + 60)

Speed 30 ft., fly 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 14 (+2)

Saving Throws Str +6, Con +5, Wis +3

Skills Athletics +6, Perception +3

Damage Resistances slashing

Senses darkvision 60 ft., passive Perception 13

Languages understands Common and Draconic but can't speak


Fury. Lindorm gains advantage on attack rolls against creatures that have damaged it since the end of its last turn.

Tail Parry: If an enemy makes a melee attack against the Lindorm and misses, the Lindorm can use its reaction to make a tail swipe attack against that enemy. This quick counterattack punishes foes who underestimate the Lindorm's combat prowess.


Actions

Multiattack: The Lindorm can make three attacks in one turn. It can choose to make one bite attack and two claw attacks, or three claw attacks.

Bite: In melee combat, the Lindorm can make a powerful bite attack with a +5 to hit, dealing (2d10 + 3) piercing damage.

Claw: The Lindorm can make a claw attack in melee with a +5 to hit, causing  (2d6 + 3) slashing damage.

Tail Swipe: The Lindorm's tail swipe attack targets all creatures in a 15-foot radius, dealing (2d8 + 5) bludgeoning damage. Affected creatures must succeed on a DC 16 Strength saving throw or be knocked prone.


Enchantment: " Charge, Lindorm ! " 

 


Fenris (Power Bonded)


Medium Beast (Titan), Chaotic Neutral

Armor Class 16

Hit Points 120 (12d12 + 24)

Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 16 (+3)

Saving Throws Str +6, Dex +6, Con +4

Skills Perception +3, Stealth +6

Damage Resistances piercing

Senses darkvision 60 ft., passive Perception 13

Languages understands Common and Sylvan but can't speak


Berserk. Fenris can use its bonus action to rage: while raging it has advantage on Strength checks and Strength saving throws and it has resistance to bludgeoning, piercing, and slashing damage. Its rage lasts for 1 minute. It ends early if its turn ends and it has not attacked a hostile creature since its last turn or taken damage since then.

Indomitable Might. If you have Fenris’ amulet on your person, your Strength score is set to 19. This has no effect on you if your Strength is already 19 or higher without the amulet.

Pounce. If Fenris moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, Fenris can make one bite attack against it as a bonus action.


Actions

Bite. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: (3d8 + 4) piercing damage.

Claws. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.


Reactions

Withdraw. If a creature hits Fenris with a melee weapon attack, Fenris can move away from it by a number of feet equal half of its speed. This movement doesn’t provoke opportunity attacks.


Enchantment: "Ravage our enemies, Fenris ! "

 


Caliban (Power Bonded)


Medium Humanoid (Warrior), Chaotic Good

Armor Class 16

Hit Points 180 (15d12 + 75)

Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 16 (+3)

Saving Throws Str +8, Con +7, Wis +4

Skills Athletics +8, Intimidation +7

Damage Resistances slashing

Senses darkvision 60 ft., passive Perception 10

Languages understands Common and Infernal but can't speak


Alert. No creature within 30 feet of Caliban can make an attack roll with advantage against it, unless it’s incapacitated.

Reckless Attack. When Caliban takes the Attack action on its turn, it can decide to attack recklessly. Doing so gives it advantage on the first melee weapon attack roll using Strength of its turn, but attack rolls against it have advantage until your next turn.

Sentinel. When Caliban hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.

Water Walk. If you have Caliban's amulet on your person, you can move orizontally on liquid surfaces.


Actions

Multiattack. Caliban makes two scimitar attacks.

Punch. Unarmed Strike: +5 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) bludgeoning damage.

Scimitar. Melee Attack: +5 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage plus 7 (2d6) force damage.


Enchantment: "Come out and play, Caliban !"

 


King Basilisk (Power Bonded)


Large Dragon (Titan), Chaotic Neutral

Armor Class 16

Hit Points 200 (16d12 + 96)

Speed 20 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 16 (+3)

Saving Throws Str +10, Con +9, Wis +7

Skills Perception +7, Intimidation +8

Damage Resistances piercing

Senses darkvision 60 ft., passive Perception 16

Languages understands Common and Draconic but can't speak


Petrifying Gaze. When a creature that can see King Basilisk's eyes starts its turn within 20 feet of the basilisk, King Basilisk can force it to make a DC 16 Constitution saving throw if King Basilisk isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.


Actions

 Bite: Melee Attack: +5 to hit, reach 10 ft., one target (2d10 + 5) piercing damage.

Toxic Breath (Recharge 5-6): The King Basilisk exhales a toxic breath in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking (12d6) poison damage on a failed save, or half as much damage on a successful one.


Reactions

Undo Petrification: If a creature that is petrified by the King Basilisk's Stonegaze effect ends its turn and is within 30 feet of the King Basilisk, the King Basilisk can use its reaction to undo the petrification.


Enchantment: "Petrify, King Basilisk !"

 


 

Araknos, The Legendary Titan of Mind (Power Bonded)


Large Insectoid (Spider), Neutral

Armor Class 16

Hit Points 220 (20d12 + 80)

Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+3) 24 (+7) 18 (+4) 18 (+4)

Saving Throws: Int +10, Wis +9, Cha +12
Skills: Deception +12, Insight +9, Perception +9, Stealth +9
Damage Resistances: Psychic
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 120 ft., Passive Perception 19
Languages: Understands Common, Draconic, Infernal, telepathy 120 ft.


Mind Manipulation: Araknos can use its web to alter the personality, memories, and actions of a target. The target must succeed on a DC 18 Intelligence saving throw or have their mind altered as per the Modify Memory spell. This effect can also be broken by fire.

Legendary Resistance (3/Day): If Araknos fails a saving throw, it can choose to succeed instead.

Web of Control: As a bonus action, Araknos can create a magical web that connects to the head of one creature within 60 feet. The creature must succeed on a DC 18 Wisdom saving throw or become mind-controlled. While controlled, the creature's actions and thoughts are manipulated by Araknos. This control can be broken by dealing fire damage to the web (AC 10, 10 HP). The controlled creature can attempt another Wisdom saving throw at the end of each of its turns, ending the effect on a success.


Actions

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

Bite: Melee Attack: +5 to hit, reach 10 ft., one target. Hit: (2d8 + 4) piercing damage + (1d8) poison damage.

Claw: Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Psychic Web (Recharge 5-6): Araknos casts a web of psychic energy in a 30-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw, taking 10d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also stunned until the end of their next turn.


Enchantment: "Weave the threads of thought, Legendary Titan Of Mind, Araknos !"


 

Behemoth, The Legendary Titan of Body (Power Bonded)


Huge Beast (Hippo), Neutral Good 

Armor Class 20

Hit Points 300 (24d12 + 144)

Speed 30 ft.


STR DEX CON INT WIS CHA
30 (+10) 10 (0) 25 (+7) 6 (-2) 12 (+1) 8 (-1)

Saving Throws: Str +12, Con +9, Wis +3
Skills: Athletics +12, Intimidation +1, Perception +3
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft., Passive Perception 19
Languages: Understands Common and Giant but can't speak


Legendary Resistance (3/Day): If Behemoth fails a saving throw, it can choose to succeed instead.

Magic Resistance: Behemoth has advantage on saving throws against spells and other magical effects.


Actions

Multiattack: Behemoth makes three attacks: one with its Globe Smash and two with its Slam.

Globe Smash: Melee Attack: +5 to hit, reach 15 ft., one target. Hit: (2d12 + 3) bludgeoning damage. On a critical hit, the target must succeed on a DC 25 Strength saving throw or be knocked prone and stunned until the end of Behemoth’s next turn.

Slam: Melee Attack: +5 to hit, reach 10 ft., one target. Hit: (4d8 + 5) bludgeoning damage.

Stomp: Melee Attack: +5 to hit, reach 5 ft., one target. Hit: (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.

Earthquake (Recharge 5-6): Behemoth slams the ground, causing an earthquake in a 60-foot radius centered on itself. Each creature on the ground in that area must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The ground in that area becomes difficult terrain for 1 minute.

Ultimate Globe Smash: Behemoth targets a 20-foot radius area within 60 feet and smashes its globe into the ground. All creatures in that area must make a DC 25 Dexterity saving throw. On a failed save, a creature takes (12d8) bludgeoning damage, is knocked prone, and stunned until the end of Behemoth's next turn. On a successful save, a creature takes half as much damage and isn’t knocked prone or stunned.


Enchantment: "Awaken, Legendary Titan of Body, Behemoth !"


 

Legion, The Legendary Titan of War (Power Bonded)


Huge Undead (Titan), Neutral Evil

Armor Class 18

Hit Points 300 (24d12 + 144)

Speed 30 ft.


STR DEX CON INT WIS CHA
24 (+6) 10 (+3) 25 (+7) 6 (-2) 12 (+1) 8 (-1)

Saving Throws STR +8, CON +9
Skills Intimidation +1, Perception +3, Survival +3
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Deafened, Frightened
Senses Darkvision 60 ft., Passive Perception 11
Languages All understands the language of its owner but doesn't speak


Undead Fortitude: If Legion drops to 0 hit points, it makes a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Legion drops to 1 hit point instead.

War Cry: Once per day, Legion lets out a mighty war cry. All undead allies within 60 feet gain advantage on their next attack roll.


Actions

Multiattack: Legion makes three attacks: two with its Slam and one with its Stomp.

Slam: Melee Attack: +5 to hit, reach 10 ft., one target. Hit: (3d10 + 5) bludgeoning damage.

Stomp: Legion stomps the ground, causing a shockwave in a 20-foot radius around it. Each creature in that area must make a DC 22 Strength saving throw or be knocked prone.

Charge: Legion moves up to its speed in a straight line and can make a Slam attack against each creature in its path. Each target must make a DC 23 Strength saving throw or be pushed 10 feet away and knocked prone.

Necrotic Annihilation (1/Day) Legion channels the darkest energies of the underworld, unleashing a wave of necrotic power in a 30-foot radius centered on itself. All creatures in this area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 8d10 necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. On a successful save, a creature takes half damage, and its hit point maximum is not reduced. Undead creatures in the area are instead healed by the necrotic energy.


Enchantment: "Evoke, Legendary Titan of War Legion ! "


 

Umbra, The Shadow Jaguar, The Legendary Titan of Dimensions (Power Bonded)


Large Beast (Jaguar), Lawful Neutral

Armor Class 17

Hit Points 320 (25d12 + 175)

Speed 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 20 (+5) 3 (-4) 16 (+3) 8 (-1)

 

Saving Throws Dex +8, Con +7, Wis +5, Cha +1
Skills Stealth +8, Perception +5
Senses Darkvision 120 ft., Passive Perception 18
Languages Common, understands Abyssal but can't speak


Keen Smell. The shadow jaguar has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the shadow jaguar moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the jaguar can make one bite attack against it as a bonus action.

Shadow Blend. The shadow jaguar can take the Hide action as a bonus action in dim light or darkness.


Actions

Multiattack. The shadow jaguar makes three attacks: one bite and two claw attacks.

Bite. Melee Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 5) piercing damage.

Claw. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 5) slashing damage.

Dimensional Shift (Recharge 5-6). The shadow jaguar can magically shift between the material plane and the Shadowfell as a reaction, gaining advantage on saving throws until the start of its next turn.


Enchantment: "Shadowy embrace Legendary Titan of Dimensions Umbra, The Shadow Jaguar!"


Pendragon, The Legendary Titan of Champions (Power Bonded)


Huge Dragon (Titan), Lawful Good

Armor Class 18

Hit Points 350 (30d12 + 180)

Speed 40 ft., fly 40 ft.


STR DEX CON INT WIS CHA
30 (+10) 20 (+4) 24 (+7) 18 (+4) 22 (+6) 24 (+8)

Saving Throws: Str +12, Dex +6, Con +9, Wis +8, Cha +10

Skills: Athletics +12, Perception +8, Intiidation +10

Damage Resistances: Radiant

Senses: Darkvision 120 ft., Truesight 60 ft., Passive Perception 21
Languages: Celestial, Common, Draconic only understands


Aura of Courage: Pendragon and friendly creatures within 15 feet can't be frightened while conscious.

Champion's Aura. Allies within 60 feet of Pendragon have advantage on saving throws against spells and other magical effects.

Champion's Presence: Pendragon can use its presence to exert an aura of divine authority. All friendly creatures within 30 feet of Pendragon have advantage on saving throws against being frightened or charmed.

Legendary Resistance (3/Day): If Pendragon fails a saving throw, it can choose to succeed instead.


Actions

Multiattack: Pendragon makes two attacks: one with its bite and other with its claws.

Bite: Melee Attack: +5 to hit, reach 10 ft., one target. Hit: (2d10 + 5) piercing damage.

Claw: Melee Attack: +5 to hit, reach 5 ft., one target. Hit:  (2d6 + 5) slashing damage.

Dazzling Radiance (Recharge 5-6): Pendragon releases a burst of radiant energy in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking (6d10) radiant damage on a failed save, or half as much damage on a successful one.

Fire Breath. (Recharge 5-6). Pendragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking (8d12) fire damage on a failed save, or half as much damage on a successful one.

Tail Swipe: Melee Attack: +5 to hit, reach 15 ft., all creatures in that area. Hit: (2d8 + 5) bludgeoning damage, and affected creatures must succeed on a DC 20 Strength saving throw or be knocked prone.


 Reactions

Protective Wing: When a friendly creature within 10 feet of Pendragon is targeted by an attack, Pendragon can use its reaction to interpose its massive wing, granting advantage on the target's Dexterity saving throw against the attack.

Majestic Presence: When a hostile creature starts its turn within 30 feet of Pendragon, it must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. 


Enchantment: "Protect us Legendary Titan of Champions Pendragon !"


 

Titanic Reflexes

  1. Titanic Dodge: As a reaction, you can use your Titanic Dodge to impose disadvantage on an attack roll made against you. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain expended uses after finishing a short or long rest.

  2. Enhanced Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage on a success, you take no damage on a success and only half damage on a failure.

  3. Swift Maneuvering: Your movement speed increases by 10 feet, and you can move through the space of a creature that is at least one size larger than you without provoking opportunity attacks.

  4. Titanic Reflex: Once per turn, when you make a Dexterity saving throw, you can roll a d6 and add the result to the total.

Modifiers:

  • Titanic Dodge: Uses equal to Charisma modifier, and regained after a short or long rest.

  • Enhanced Evasion: You take no damage on a successful Dexterity saving throw, and only half damage on a failure.

  • Swift Maneuvering: Your movement speed increases by 10 feet, and you can move through the space of larger creatures without provoking opportunity attacks.

  • Titanic Reflex: Roll a d6 and add the result to a Dexterity saving throw once per turn.

Arcane Affinity

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Titanic Resurgence

  1. Titanic Healing: As a bonus action, you can expend a use of Titanic Healing to regain hit points equal to 1d8 plus your Charisma modifier. The healing increases to 2d8 at 17th level.

  2. Resilient Form: You gain advantage on saving throws against being paralyzed, stunned, or restrained.

  3. Titanic Endurance: Your hit point maximum increases by an amount equal to your Seeker level.

  4. Vital Bond: When you use Titanic Healing, you can choose one friendly creature within 30 feet of you to also regain hit points equal to half the amount you regained.

Modifiers:

  • Titanic Healing: Expend a use as a bonus action to regain hit points equal to 1d8 + Charisma modifier. Increases to 2d8 at 17th level.

  • Resilient Form: Gain advantage on saving throws against being paralyzed, stunned, or restrained.

  • Titanic Endurance: Your hit point maximum increases by an amount equal to your Seeker level.

  • Vital Bond: Choose a friendly creature within 30 feet to regain hit points equal to half the amount you regained with Titanic Healing.

Nostradamus Reincarnation

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Previous Versions

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