A four-sided die of obsidian. Each face has a monstrous visage on it. As an action, you roll or throw the die up to 60 feet. The face that the die lands on determines what effect it has. Once the face has been determined, roll an additional [roll]1d4[/roll]. If the result is the same as the result of the Titan Die, the face remains. If the result is different, the face is erased from the Titan Die and it becomes a blank face. A blank face has no effect when the die is rolled in the future. If the face that was rolled was blank and it would become blank again, all faces of the Titan Die become blank and it loses all magical properties. Once the die has been cast, it won't have an effect again until the next dawn.
1d4 | Effect: |
1 | Skotha, Titan of Eternal Dark: An ancient manifestation of night expands around the die. A sphere of 30 feet radius around the die is filled with absolute darkness, similar to the Darkness spell. Darkvision does not allow a creature to see through or within the sphere. Additionally, the sphere instantly dispels any effect that would create light within it, if it is caused by a spell of 7th level or lower. Light from magical items is similarly suppressed while within the sphere. A creature that begins its turn in the sphere must make a DC 15 Wisdom saving throw. On a failed save, it takes [roll]4d8[/roll] psychic damage as darkness fills its mind. Additionally, until the end of its next turn, any time it perceives another creature it becomes frightened of it until its next turn. On a successful save, the creature takes half the damage and no additional effect. The sphere lasts for an hour or until it is dispelled. It is considered a 7th level Evocation spell for the purposes of dispelling it. |
2 | Kroxa, Titan of Death's Hunger: The primordial force of death reaches out from the die. Each creature within 30 feet of the die must make a DC 15 Constitution saving throw. On a failed save, they take [roll]8d6[/roll] necrotic damage and become restrained as an invisible force clamps its jaws shut around them. The creature can use an action on its turn to attempt to break out of the jaws if they succeed on a DC 13 Strength check. If a creature falls unconscious as a result of this damage, or while restrained by this effect, it is immediately consumed by the invisible force, causing it to die and its body to be removed from existence. On a successful save, a creature takes half the damage, is not consumed if it falls unconscious, and is not restrained. |
3 | Uro, Titan of Nature's Wrath: A concentrated storm forms around the die. A cylinder with radius 60 feet centered on the die and reaching 500 feet vertically from the level of the die, is filled with strong wind and heavy rain. It is considered difficult terrain, and creatures that try to fly in it must succeed on a DC 15 Dexterity saving throw or fall to the ground prone. Creatures are deafened while in the storm. Additionally, each creature that starts its turn in the cylinder must make a DC 15 Dexterity saving throw or be struck by a bolt of lightning, taking [roll]4d8[/roll] lightning damage if they fail and half that much if they succeed. On a failed save, the creature also becomes blinded until its next turn. The cylinder lasts for an hour or until it is dispelled. It is considered a 7th level Evocation spell for the purposes of dispelling it. |
4 | Phlage, Titan of Burning Wind: A powerful gust of superheated air emanates from the die. Each creature within a 50 foot radius of the die must make a DC 15 Dexterity saving throw. On a failed save, it takes [roll]12d6[/roll] fire damage and is set on fire, taking an additional [roll]1d6[/roll] fire damage at the end of each of its turns until it is put out. On a successful save, it takes half that much and is not set on fire. Additionally, each creature in the radius must make a DC 15 Strength saving throw. On a failed save, the creature is thrown 30 feet away from the die and lands prone. On a successful save, the creature is pushed 10 feet from the die but remains standing. |
Notes: Damage, Control, Debuff, Utility
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