Titan
In an age long past, the children of the gods Annam All-Father and Othea built an empire of giants that ruled the lands. Most of these children are well known in the modern day, from the Storm Giants to the Hill Giants, but there is one that has been long forgotten, the first born and the mightiest of the true Giants: The Titan!!
Presented here are two versions:
The first is an average Titan made similar to the other Giants found in the monster manual. These giants would average around 30 feet tall, Barely fitting in to 5e's "Huge" size category.
The second is what I imagined a Titan leader would be like, along with legendary resistances and actions. This would the largest and strongest (if strength in 5e went beyond 30) so I imagine it would have to be at least 33 feet tall, breaking into the "Gargantuan" size category.
Titan
Huge giant, any chaotic alignment
- Armor Class 17 (Half Plate)
- Hit Points 252 (21d12 + 126)
- Speed 50 ft.
STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 23 (+6) 19 (+4) 21 (+5) 21 (+5)
- Saving Throws Str +15, Con +11, Int +9, Wis +10, Cha +10
- Skills Arcana +7, Athletics +15, History +9, Perception +10, religion +9
- Senses passive Perception 20
- Languages Common, Giant, Celestial, Draconic, Abyssal
- Challenge 14 (11,500 XP)
Adamantine Weapons. When the Titan attacks an object or structure with an adamantine weapon, the attack is considered a critical hit.
Innate Spellcasting. The Titans’s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: detect magic, feather fall, levitate, light
3/day each: control weather, water breathing
2/day each: Charm Monster, Etherealness
1/day each: Chain Lightning, Fire Storm, Melfs Minute Meteors
Actions
Multiattack. The Titan makes two Maul attacks.
Adamantine Maul. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.
Rock. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 42 (5d12 + 10) bludgeoning damage.
Fling. The Titan tries to throw a small or medium creature within 10 feet of it. The target must succeed on a DC 23 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the titans's choice and lands prone, taking 5 (1d10) bludgeoning damage for every 10 feet it was thrown.
Titan King
Gargantuan giant, any chaotic alignment
- Armor Class 17 (Half Plate)
- Hit Points 336 (21d20 + 126)
- Speed 50 ft.
STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 23 (+6) 19 (+4) 21 (+5) 23 (+6)
- Saving Throws Str +17, Con +13, Int +11, Wis +12, Cha +13
- Skills Arcana +9, Athletics +17, History +11, Perception +12, religion +11
- Senses passive Perception 22
- Languages Common, Giant, Celestial, Draconic, Abyssal
- Challenge 21 (33,000 XP)
Legendary Resistance (3/Day). If the Titan fails a saving throw, it can choose to succeed instead.
Adamantine Weapons. When the Titan attacks an object or structure with an adamantine weapon, the attack is considered a critical hit.
Innate Spellcasting. The Titans’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
At will: detect magic, feather fall, levitate, light
3/day each: control weather, water breathing
2/day each: Charm Monster, Etherealness
1/day each: Chain Lightning, Fire Storm, Melfs Minute Meteors
Actions
Multiattack. The Titan makes two Maul attacks.
Adamantine Maul. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage.
Rock. Ranged Weapon Attack: +17 to hit, range 60/240 ft., one target. Hit: 48 (6d12 + 10) bludgeoning damage.
Fling. The Titan tries to throw a small or medium creature within 10 feet of it. The target must succeed on a DC 25 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the titans's choice and lands prone, taking 5 (1d10) bludgeoning damage for every 10 feet it was thrown.
Legendary Actions
The 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.
- Stomp. The Titan attempts to step on a Medium or smaller creature within 5 feet of it. The Titan makes an unarmed strike, +10 to hit, and deals 12 (3d8) bludgeoning damage on a successful hit. On a hit the target is knocked prone and is Restrained under the Titans foot until the Titan decides to move. The target can use its action to attempt a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free itself. The Titan cant use this action if it is currently stepping on a creature.
- Roar of Ostoria (costs 2 actions). The Titan roars with an anger infused with energy. Each creature within 120 feet must succeed a DC 21 Wisdom Saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect on it ends for it, the creature is immune to the Titans Roar of Ostoria for 24 hours.
- Earth Shattering Strike (Costs 2 Actions). The Titan Slams it's weapon into the ground causing the immediate area to shake. Each creature within 60 feet of the Titan must make a DC 25 Strength saving throw or be knocked prone. If the ground is fragile, it shatters and breaks apart from the force of this action.
- Brutal Swing (Costs 3 Actions). The Titan preforms its Fling action but instead of throwing the target horizontally, the Titan throws the target 50 feet up into the air and attempts to strikes it with it's weapon. On a hit the target is then sent flying horizontally like it would during the Fling action. On a miss, the target falls prone on the ground taking 25 (5d10) bludgeoning damage from the fall.
Art Citation: Dungeons and Dragons 3.5 Monstrous Manual, @Wizards of the Coast