Earthstone Titans are colossal constructs built by an ancient civilization. They were not designed as weapons or for combat, but as magical laborers capable of effortlessly demolishing and erecting the grandest structures.
A total of 72 Earthstone Titans were created. Among them, 13 have been destroyed over time due to age and conflict, 13 have met various fates, and the remaining 46 have yet to be discovered.
The Earthstone Titan resembles a rocky humanoid clad in rounded armor, with a face sculpted with sharp angles. It was once painted in magnificent gold, red, and cobalt blue, but the beings who later excavated them for their own ambitions generally had no interest in preserving the paint or coatings. As a result, they now appear in an unattractive earthen gray.
The Earthstone Titan stands 80 feet tall and weighs approximately 250 tons. Its footsteps easily cause tremors, so for the sake of structural safety, its designers enabled it to hover no more than 5 feet above the ground.
Earthstone Titans can speak and think, but only in a simple, mechanical manner.
Constructed Nature. The Earthstone Titan doesn’t require air, sleep, or sustenance.
Gargantuan Construct, Unaligned
Armor Class: 20 (natural armor)
Hit Points: 305 (20d20 + 100)
Speed: 60 ft., fly 60 ft. (hover)
STR 30 (+10)
DEX 10 (+0)
CON 20 (+5)
INT 6 (-2)
WIS 14 (+2)
CHA 8 (-1)
Saving Throws: Con +11, Dex +6
Damage Immunities: psychic, poison
Damage Resistances: fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks
Legendary Resistance (3/Day). If the Earthstone Titan fails a saving throw, it can choose to succeed instead.
Observation Deck. The Earthstone Titan’s head is hollow and can accommodate up to 4 Medium creatures. Creatures inside the Observation Deck have three-quarters cover against attacks and effects from outside. If the Earthstone Titan is destroyed, creatures inside will fall from a height of 80 feet, landing in an unoccupied space within 20 feet of the Titan.
Siege Monster. The Earthstone Titan deals double damage to objects and structures.
Colossal Mass. The Earthstone Titan has a damage threshold of 20. Attacks from Large or smaller creatures and siege weapons deal half damage to it. The Titan doesn’t spend extra movement on difficult terrain. Additionally, whenever the Titan takes damage, reduce that damage by 5. This reduction applies after resistances and the damage threshold. The Titan is immune to the effects of difficult terrain.
Immutable Form. The Titan is immune to any spell or effect that would alter its form, enchant it, or affect its mind.
Low-Altitude Hover. The Earthstone Titan can only fly up to 5 feet above the ground. It is immune to fall damage.
Titan’s Collapse. When the Earthstone Titan is destroyed, the magic sustaining its motion fails catastrophically, causing it to explode. Each creature within 40 feet of the Titan (excluding areas more than 80 feet above it) must make a DC 19 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save, or half as much on a successful one.
Actions
Multiattack. The Earthstone Titan makes three attacks, only one of which can be a Rock Throw.
Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.
Rock Throw. Ranged Weapon Attack: +16 to hit, range 600/1500 ft., one target. Hit: 54 (8d10 + 10) bludgeoning damage.
Transmutation Wave (Recharge 4–6). The Earthstone Titan can transform sufficient raw materials within 1 mile into one Gargantuan object or multiple smaller connected objects (covering up to 512 contiguous 5-foot squares). The quality of the finished product matches the quality of the raw materials. It can directly turn materials into high-quality finished products—for example, stone into sculpture, timber into assembled ships, flax and wool into clothing, clay into houses, iron ore into blades, or cocoons into silk.
If the raw materials are excessively large, the Titan can use this action repeatedly to transform them gradually without compromising their structural integrity.
Quake Demolition (Recharge 4–6). The Earthstone Titan stomps, sending violent tremors through the ground in a 100-foot radius centered on that point. All structures in the area immediately take 200 bludgeoning damage (already accounting for the Siege Monster trait), and the ground becomes difficult terrain. Each creature standing on the ground in the area must succeed on a DC 19 Constitution saving throw or be knocked prone. If a creature is concentrating, a failed save also breaks its concentration.
Quick-Set Agent (Recharge 4–6). The Earthstone Titan sprays a large amount of
Quick-Set Agent (Recharge 4–6). The Earthstone Titan sprays a large amount of quick-setting agent at a point within 150 feet. The area within 40 feet of that point becomes difficult terrain. Each creature in that area must succeed on a DC 19 Dexterity saving throw or become restrained by the agent. A restrained creature can use an action to make a DC 15 Strength check to free itself.
At the end of the Titan’s next turn, the agent solidifies, and the difficult terrain disappears. Any creature still restrained becomes incapacitated, unable to move, breathe, or speak. A creature can use an action to attempt a DC 19 Strength check to break free. Another creature within 5 feet may use its action to attempt the same check to help free the restrained creature.
Bonus Actions
Stomp. The Earthstone Titan slams one foot into the ground at a point within 20 feet. Each creature in a 10-foot-radius, 20-foot-high cylinder centered on that point must succeed on a DC 24 Dexterity saving throw or take 33 (6d10) bludgeoning damage, be knocked prone, and become restrained until the Titan moves or uses Stomp again. A restrained creature can make a DC 15 Strength check at the end of each of its turns, freeing itself on a success and moving to the nearest unoccupied space outside the cylinder. On a successful save, a creature takes no damage, isn’t knocked prone, and moves to the nearest unoccupied space outside the cylinder. Objects and structures in the area also take damage (no save).
Legendary Actions
The Earthstone Titan 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 Titan regains spent legendary actions at the start of its turn.
Rock Throw (2 Actions). The Earthstone Titan makes one Rock Throw attack.
Slam (1 Action). The Earthstone Titan makes one Slam attack.
Cutting Ray (2 Actions). The Earthstone Titan projects two metal-melting rays from its eyes, affecting two parallel 150-foot-long, 5-foot-wide lines that are 5 feet apart. Each creature in either line must make a DC 19 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save. Unattended objects and structures in the area also take damage.
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English is not my first language; this translation was assisted by AI and may not be fully precise.
Earthstone Titan
Earthstone Titans are colossal constructs built by an ancient civilization. They were not designed as weapons or for combat, but as magical laborers capable of effortlessly demolishing and erecting the grandest structures.
A total of 72 Earthstone Titans were created. Among them, 13 have been destroyed over time due to age and conflict, 13 have met various fates, and the remaining 46 have yet to be discovered.
The Earthstone Titan resembles a rocky humanoid clad in rounded armor, with a face sculpted with sharp angles. It was once painted in magnificent gold, red, and cobalt blue, but the beings who later excavated them for their own ambitions generally had no interest in preserving the paint or coatings. As a result, they now appear in an unattractive earthen gray.
The Earthstone Titan stands 80 feet tall and weighs approximately 250 tons. Its footsteps easily cause tremors, so for the sake of structural safety, its designers enabled it to hover no more than 5 feet above the ground.
Earthstone Titans can speak and think, but only in a simple, mechanical manner.
Constructed Nature. The Earthstone Titan doesn’t require air, sleep, or sustenance.
Gargantuan Construct, Unaligned
Armor Class: 20 (natural armor)
Hit Points: 305 (20d20 + 100)
Speed: 60 ft., fly 60 ft. (hover)
STR 30 (+10)
DEX 10 (+0)
CON 20 (+5)
INT 6 (-2)
WIS 14 (+2)
CHA 8 (-1)
Saving Throws: Con +11, Dex +6
Damage Immunities: psychic, poison
Damage Resistances: fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, frightened, exhaustion, poisoned, blinded, deafened, paralyzed
Senses: darkvision 150 ft., tremorsense 150 ft., passive Perception 12
Languages: Telepathy 150 ft., Ancient Common
Challenge: 17 (18,000 XP)
Proficiency Bonus: +6
Legendary Resistance (3/Day). If the Earthstone Titan fails a saving throw, it can choose to succeed instead.
Observation Deck. The Earthstone Titan’s head is hollow and can accommodate up to 4 Medium creatures. Creatures inside the Observation Deck have three-quarters cover against attacks and effects from outside. If the Earthstone Titan is destroyed, creatures inside will fall from a height of 80 feet, landing in an unoccupied space within 20 feet of the Titan.
Siege Monster. The Earthstone Titan deals double damage to objects and structures.
Colossal Mass. The Earthstone Titan has a damage threshold of 20. Attacks from Large or smaller creatures and siege weapons deal half damage to it. The Titan doesn’t spend extra movement on difficult terrain. Additionally, whenever the Titan takes damage, reduce that damage by 5. This reduction applies after resistances and the damage threshold. The Titan is immune to the effects of difficult terrain.
Immutable Form. The Titan is immune to any spell or effect that would alter its form, enchant it, or affect its mind.
Low-Altitude Hover. The Earthstone Titan can only fly up to 5 feet above the ground. It is immune to fall damage.
Titan’s Collapse. When the Earthstone Titan is destroyed, the magic sustaining its motion fails catastrophically, causing it to explode. Each creature within 40 feet of the Titan (excluding areas more than 80 feet above it) must make a DC 19 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save, or half as much on a successful one.
Actions
Multiattack. The Earthstone Titan makes three attacks, only one of which can be a Rock Throw.
Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.
Rock Throw. Ranged Weapon Attack: +16 to hit, range 600/1500 ft., one target. Hit: 54 (8d10 + 10) bludgeoning damage.
Transmutation Wave (Recharge 4–6). The Earthstone Titan can transform sufficient raw materials within 1 mile into one Gargantuan object or multiple smaller connected objects (covering up to 512 contiguous 5-foot squares). The quality of the finished product matches the quality of the raw materials. It can directly turn materials into high-quality finished products—for example, stone into sculpture, timber into assembled ships, flax and wool into clothing, clay into houses, iron ore into blades, or cocoons into silk.
If the raw materials are excessively large, the Titan can use this action repeatedly to transform them gradually without compromising their structural integrity.
Quake Demolition (Recharge 4–6). The Earthstone Titan stomps, sending violent tremors through the ground in a 100-foot radius centered on that point. All structures in the area immediately take 200 bludgeoning damage (already accounting for the Siege Monster trait), and the ground becomes difficult terrain. Each creature standing on the ground in the area must succeed on a DC 19 Constitution saving throw or be knocked prone. If a creature is concentrating, a failed save also breaks its concentration.
Quick-Set Agent (Recharge 4–6). The Earthstone Titan sprays a large amount of
Quick-Set Agent (Recharge 4–6). The Earthstone Titan sprays a large amount of quick-setting agent at a point within 150 feet. The area within 40 feet of that point becomes difficult terrain. Each creature in that area must succeed on a DC 19 Dexterity saving throw or become restrained by the agent. A restrained creature can use an action to make a DC 15 Strength check to free itself.
At the end of the Titan’s next turn, the agent solidifies, and the difficult terrain disappears. Any creature still restrained becomes incapacitated, unable to move, breathe, or speak. A creature can use an action to attempt a DC 19 Strength check to break free. Another creature within 5 feet may use its action to attempt the same check to help free the restrained creature.
Bonus Actions
Stomp. The Earthstone Titan slams one foot into the ground at a point within 20 feet. Each creature in a 10-foot-radius, 20-foot-high cylinder centered on that point must succeed on a DC 24 Dexterity saving throw or take 33 (6d10) bludgeoning damage, be knocked prone, and become restrained until the Titan moves or uses Stomp again. A restrained creature can make a DC 15 Strength check at the end of each of its turns, freeing itself on a success and moving to the nearest unoccupied space outside the cylinder. On a successful save, a creature takes no damage, isn’t knocked prone, and moves to the nearest unoccupied space outside the cylinder. Objects and structures in the area also take damage (no save).
Legendary Actions
The Earthstone Titan 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 Titan regains spent legendary actions at the start of its turn.
Rock Throw (2 Actions). The Earthstone Titan makes one Rock Throw attack.
Slam (1 Action). The Earthstone Titan makes one Slam attack.
Cutting Ray (2 Actions). The Earthstone Titan projects two metal-melting rays from its eyes, affecting two parallel 150-foot-long, 5-foot-wide lines that are 5 feet apart. Each creature in either line must make a DC 19 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save. Unattended objects and structures in the area also take damage.
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English is not my first language; this translation was assisted by AI and may not be fully precise.