Huge Giant, Lawful Evil
Armor Class 18 (plate)
Hit Points 216 (16d12 + 112)
Speed 30 ft.
STR
25 (+7)
DEX
9 (-1)
CON
24 (+7)
INT
10 (+0)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws DEX +4, CON +12, CHA +6
Skills Arcana +5, Athletics +11, Perception +6
Damage Immunities Fire
Senses Passive Perception 19
Languages Giant
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Death Burst. When the giant dies, it explodes in a burst of flame. Each creature within 30 ft. of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Heated Weapons. Any metal melee weapon the giant wields deals an extra 5 (1d10) fire damage on a hit (included in the attack).

Innate Spellcasting. The giant's innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: create bonfire, control flames, faerie fire
3/day each: heat metal, fireball, wall of fire
1/day each: fire storm, incendiary cloud, investiture of flame

Legendary Resistance (3/day). 
If the giant fails a saving throw, it can choose to succeed instead.
Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage plus 5 (1d10) fire damage.

Mote of Flame. Ranged Spell Attack: +9 to hit, reach 120 ft., one target. Hit: 17 (2d12 + 4) fire damage. 

Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Legendary Actions

The fire 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 giant regains spent legendary actions at the start of its turn.

Detect. The giant makes a Wisdom (Perception) check.
Mote of Flame Attack. The giant makes a mote of flame attack.
Blazing Teleport. The giant magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. After it teleports, each creature within 30 feet of the giant must make a DC 17 Dexterity saving throw, taking 13 (2d12) fire damage on a failed save, or half as much on a successful one.

Description

Fire titans are fire giants blessed with the ability to summon and wield fire, both in combat and in the forges. Fire titans are often the highest ranked fire giants in the Ordning, because of their magical powers.

Lair and Lair Actions

Fire titans often live in fortresses or citadel that lie at the center of their vast domains. Their lairs are often well defended by a plethora of minions, such as fire elementals, hell hounds, lava mephits, and weaker fire giants.

Regional Effects
The region containing the fire titan's lair is warped by the creature's presence, which creates one or more of the following effects:

  •  Metals within 1 mile of the giant's lair shimmer and shine, shedding dim light in a 5-foot radius. 
  •  Water sources within 1 mile of the lair are supernaturally warm and are tainted with sulfur. 
  •  Rocky fissures within 1 mile of the giant's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If the fire titan dies, these effects fade over the course of 1d10 days.

Previous Versions

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Habitat: MountainUnderdark

Thauraeln_The_Bold

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