Transformation. As an action, the Titanshifter in control of the War Hammer Titan summons a crystal made of the ultra-hard titan skin. Tendrils form from the crystal instantly and create the War Hammer Titan body from the crystal up. The tendrils act as the mental connection between the crystal and the War Hammer Titan, meaning if they are severed, the Titan dies. However, the shifter can stay in the crystal indefinitely, not needed to eat, drink, sleep, or breathe when they are in it. The Titan shifter cannot create a new Titan until they leave the original crystal. When the Titan is summoned, there are 1d4 + 2 tendrils. Each tendril has 30 hit points and and 25 AC.
Brutal Weaponry. The War Hammer Titan deals two extra damage die with each weapon attack. All of the War Hammer Titan's attacks that involve conjuring Titan skin, such as conjuring spikes or weapons all count as adamantine weapons for the purposes of overcoming resistances (the attacks do not crit automatically).
Siege Monster. The War Hammer titan deals double damage to objects and structures.
Regeneration. The War Hammer Titan recovers 20 hit points at the start of each of its turns. The humanoid inside the crystal also regenerates half of these hit points. The War Hammer Titan only dies if the tendrils connected to the crystal are severed, or the person inside the crystal dies.
Multiattack. The War Hammer Titan conjures a weapon if it has none, and then makes two weapon attacks.
Conjure Spikes (Recharge 5-6). The War Hammer Titan chooses one of the following options to create attack spikes.
- Spike Field. The War Hammer Titan choose a spot that it can see. That spot and the ground in a 25 feet cube instantly become filled with small, 3 feet long spikes. Every creature in the area must make a DC 20 Dexterity saving throw or take 46 (6d12 +7) piercing damage.
- Spike. The War Hammer Titan chooses a point that it can see for a spike to protrude from. The spike can extend up to 50 feet in any direction, instantly forming in a cone shape. If there is someone in the way of where the spike it protruding, make an attack roll against them. On a hit, they take 62 (10d10 +7) piercing damage.
When this action is used, the shifter must make a DC 16 Constitution save or become exhausted. If They succeed, the next time they conjure spikes, the DC is increased by 2. The Titanshifter must use their own Constitution modifier for the attack, not the Titan's (for Sister Tybur it is 14 (+2))
Conjure Weapon. The War Hammer Titan creates a weapon made out of hardened Titan skin out of thin air. The War Hammer Titan is considered proficient in this weapon. If it is a melee weapon, it has a reach of 50 feet, and if it has the reach property, it has a range of 100 feet. This ability can also create ranged weapon that have triple their normal range. The War Hammer Titan can reload a ranged weapon by conjuring ammunition into the weapon before it is fired as a bonus action. Make sure to account for the increased damage die for because of size (1 extra damage die for each extra size, so a war hammer would do 4d8 + 2d8 from the brutal weaponry trait). There are two weapons listed below, but the War Hammer Titan can conjure any non magical weapon in the PHB.
War Hammer. Melee Weapon Attack: +12 to hit, range 50 feet. hit: 34 (6d8 + 8) bludgeoning damage.
Crossbow. Ranged Weapon Attack: +9 to hit, range (240/960) feet. hit: 30 (6d8 +5) piercing damage.
Punch. Melee Weapon Attack: + 12 to hit, range 15 feet. hit: 22 (6d4 + 8) bludgeoning damage.
Description
The War Hammer Titan is a brutal when it comes to combat, having access to a wide variety of traps and weapons at its disposal, meaning it has a lot of options in combat, and normal weapons combat transfers to Titan combat a lot easier. Whenever the War Hammer Titan transforms, it summons the signature War Hammer Titan armor over it, which is like a watered-down version of the Armored Titan's Armor. This armor features several rungs over the face of the Titan, and makes it look bald. The War Hammer Titan is unique because it doesn't control it's Titan from the nape of the neck, but instead from a series of ultra-hard tendrils that connect to a crystal where the Titanshifter is in. The crystal has an AC of 25, and 80 hit points. For normal purposes, it is indestructible. The tendrils can extend as long as needed, and don't get any thinner.







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