This colossal maul was forged in the primordial fires of the first giants by Annam All-Father himself. Legends say it was created as both a tool of creation and a weapon of utter destruction, capable of shaping mountains and shattering worlds. When not attuned, the Titanmaul stands taller than the greatest storm giants (easily 80+ feet tall if space permits), its head a single block of impossibly dense primordial stone veined with glowing runes of power, its haft wrapped in the hides of slain titan beasts and etched with the true names of ancient giant lords. It radiates an aura of overwhelming might that causes the ground to tremble in its presence.
Once attuned by a worthy bearer who meets the Strength requirement, the maul magically resizes to fit perfectly in their hand, becoming comfortable and balanced regardless of the wielder's size. It can only be destroyed by Annam All-Father.
Properties
While attuned to the Titanmaul and meeting its Strength requirement:
- You gain a +6 bonus to attack and damage rolls made with this magic weapon.
- It instead deals 7d6 bludgeoning damage on a hit.
- The weapon gains the 1-handed, light, reach, and thrown (range 60/180) properties. It automatically returns to your hand immediately after being thrown (no action required).
- You have advantage on all attack rolls made with the Titanmaul, even if you would otherwise have disadvantage.
- Attacks with the Titanmaul bypass resistance and immunity to bludgeoning damage. They also bypass any immunity to critical hits.
- Critical hits with the Titanmaul deal twice as much damage as normal (after rolling and doubling the dice as usual).
- The Titanmaul deals double damage to constructs, objects, and structures.
- Your walking speed increases by 10 feet.
Strength of the All-Father. Your Strength score increases to 30. You gain a +5 bonus to Strength ability checks and saving throws. You have advantage on Strength ability checks and saving throws, and you cannot suffer disadvantage on them (even from magical effects).
Tongue of the Giants. You learn the Giant language. You gain a +5 bonus to Charisma checks, and you have advantage on Charisma checks made against giants.
Giant Kind. Your creature type becomes Giant if you were a humanoid.
Titanic Form. As a bonus action, you can change your size (and all your worn and carried equipment) to any size between Medium and Gargantuan. When Gargantuan, you can choose to be up to 50 feet tall. You remain in the new size until you use this ability again. While you are Large or larger, the Titanmaul deals an extra 2d6 bludgeoning damage for each size category you are above Medium (so +2d6 at Large, +4d6 at Huge, +6d6 at Gargantuan).
Call of the Roc. Once per dawn, while holding the Titanmaul, you can use an action to summon a roc. The roc appears in an unoccupied space you can see within 120 feet. It has an Intelligence score of 10, understands Giant (but cannot speak), and is friendly to you and your companions for the duration. It obeys your verbal commands (no action required). The roc remains for 8 hours, until it is reduced to 0 hit points, or until you dismiss it as a bonus action. You can have only one roc summoned this way at a time. If you intentionally harm the roc or cause it to become hostile toward you, it immediately disappears and you cannot summon it again with the Titanmaul.
Unyielding Grasp. You cannot be unwillingly disarmed of the Titanmaul. You cannot be unwillingly removed from attunement to it. You remain attuned to the Titanmaul for as long as you live, regardless of distance. As a bonus action, you can instantly summon the Titanmaul to your hand from anywhere (even across planes).
Colossal Might. On a hit with the Titanmaul, you can choose to push the target up to 30 feet away from you. You are always considered Gargantuan for the purposes of carrying capacity, lifting, dragging, and any similar effects or size-based interactions.
Destruction
The Titanmaul can only be destroyed by Annam All-Father. Any attempt by lesser beings fails utterly.
Proficiency with a Maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Bonus: Magic, Replace Damage Type: Bludgeoning, Language: Giant, Damage: Bludgeoning, Damage: Bludgeoning, Damage: Bludgeoning, Ignore Weapon Property: Two-Handed, Weapon Property: Thrown, Weapon Property: Reach, Weapon Property: Light, Advantage: Melee Attacks, Advantage: Ranged Attacks, Bonus: Charisma Ability Checks, Advantage: Charisma Ability Checks, Advantage: Strength Ability Checks, Advantage: Strength Saving Throws, Bonus: Strength Ability Checks, Bonus: Strength Saving Throws, Bonus: Ability Score Maximum, Stacking Bonus: Strength Score, Bonus: Speed (Walking), Carrying Capacity: Gargantuan, creature with a Strength score of at least 29, Summoning, Damage, Buff, Social, Movement, Utility, Combat, Transforming, Heavy, Two-Handed, Topple
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