Typhons
Of all the celestial titans, the typhon is arguably one of the most terrifying and dangerous. Typhons were created to be god slayers, as their sole purpose was to challenge rival deities. As a result, these titans were bred to possess a special malevolence for the divine.
Divine Imprisonment
Unfortunately, their destructive power made them nearly impossible to control, as they constantly lashed out against their divine creators and their followers. Because of their inability to be controlled, many typhons were slain or imprisoned by the gods to prevent their destructive rampages.
Forbidden Lore
Ancient typhon prisons have always been a source of interest throughout the multiverse. Such knowledge is often kept hidden to keep those with ill intentions from acquiring the power to challenge the gods themselves. Many factions seek to use the power of these titans for their own goals. Unfortunately, those who seek out this knowledge due not fully understand the true nature of these titans and often bring about their own destruction.
Typhon tactics
Because typhons are monstrous amalgamations created by the gods themselves, all of these titans tend to be quite unique in their appearance. Despite their numerous variations, they seem to possess the same base characteristics of a swarm of heads, a single colossal maw, and colossal wings.
Consuming Maws
In combat, their primary strategy is to use their monstrous fangs to devour any creature that comes in range. It primarily uses its smaller heads to eliminate weaker threats, while its primary maw to consume powerful threats. When dealing with ranged opponents, the typhon's favored strategy uses its fireball attacks to eliminate several targets at once.
Cruel Intelligence
However, the most sinister aspect about the typhon is its incredible intelligence. In fact, many believe that their cunning is the true reason why the gods imprisoned their kind. As their power grew, the gods feared that the typhons sought to free themselves from their masters.
Divine Freedom
While in their eternal prison, the typhon is constantly formulating plans for its release. Once free of its shackles, the typhon primary goal is to unleash vengeance upon the divine. In many instances, the typhon will resort to freeing the rest of its kin and even other titans to free them from their divine masters.
Typhon
Gargantuan Monstrosity, varies
- Armor Class 20 (Natural Armor)
- Hit Points 459 (25d20+175)
- Speed 40ft., 40ft. burrow, 80ft. fly
STR DEX CON INT WIS CHA 24(+7) 10 (+0) 25(+7) 17 (+3) 22 (+6) 23 (+6)
- Saving Throws Str +15, Con +15, Wis +14. Cha +14
- Skills Athletics +17, Perception +14
- Damage Resistances Nonmagical bludgeoning, piercing, and slashing damage
- Damage Immunities Fire, Lightning, Necrotic, Poison, Radiant
- Condition Immunities charmed, exhausted, frightened, poisoned
- Senses truesight 120ft., passive Perception 24
- Languages Common, Celestial, telepathy 120ft.
- Proficiency Bonus +9
- Challenge 28(120,000 xp)
All Seeing The Typhon has advantage on Wisdom(Perception) checks that rely on sight.
Blazing Presence Creatures that first enters or starts its turn within 30ft. of the Typhon takes 9(2d8) fire damage.
Frightful Presence Each creature of the Typhon's choice that is within 120 feet of the Typhon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Typhon's Frightful Presence for the next 24 hours.
God Slayer When the Typhon deals damage to a Celestial. Typhon can deal an additional 18(4d8) fire damage. If the Typhon rolls a 18-20 on its attack roll against a Celestial, it can treat the damage as a critical hit.
Heated Presence Creatures that grapple or hit the Typhon with a melee attack while within 5ft. of it takes 18(4d8) fire damage
Legendary Resistance(3/day) If the Typhon fails a saving throw, it can choose to succeed.
Magical Attacks The typhon's attacks count as magical for the purpose of overcoming resistance
Multiheaded The typhon has advantage on saving throws against being blinded, deafened, or stunned.
Reactive The typhon can take a reaction at the end of every creature's turn
Siege Monster The typhon can deal double damage to buildings and objects
Titanic Nature The typhon doesn’t require air, food, drink, or sleep
Actions
Multiattack. The Typhon can make an attack with its Volcanic Maw and six with its Monstrous Fangs. Alternatively, it can make two Fireball attacks
Volcanic Maw. Melee Weapon Attack: +15 to hit, 10ft. range, one target. Hit: 51(8d10+7) piercing damage + 36(8d8) fire damage. On an hit, Huge and smaller creatures swallowed. While swallowed, the creature is Blinded and Restrained, it has total cover against attacks and other Effects outside the Typhon, and it takes 36 (8d8) fire damage at the start of each of the typhon's turns. If the Typhon takes damage from a creature inside it, the Typhon must succeed on a Constitution saving throw with a DC equal to half the total damage dealt by a swallowed creature at the end of that turn(minimum of 10) or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Typhon. If the Typhon dies, a swallowed creature is no longer Restrained by it and can Escape from the corpse using 30 feet of Movement, exiting prone.
Monstrous Fang. Melee Weapon Attack: +15 to hit, 30ft. range, one target in range. Hit: 18(2d10+7) piercing damage + 9(2d8) fire damage.
Fireball. Ranged Weapon Attack: +15 to hit, 300/1200ft. range, one target in range. Hit: 34(4d12+8) bludgeoning damage + 36(8d8) fire damage. On a hit, creatures within 20ft. of the target must succeed a DC 23 Dexterity saving throw or take 18(4d8) fire damage as well on a failed saving throw.
Annihilation Breath(Recharge 5-6) Creatures in a 300ft. cone must succeed a DC 25 Dexterity saving throw. On a failed saving throw, it take 42(12d6) fire damage + 42(12d6) thunder damage and half as much on a successful saving throw. If this attack reduces a creature to 0 hitpoints, that creature is instantly killed and turned to ash.
Bonus Action
Wing Attack Creatures in a 30ft. radius of the Typhon must succeed a DC 25 Strength saving throw. On a failed saving throw, creatures take 22(4d10) bludgeoning damage and are pushed back 10ft. and knocked prone. The Typhon can fly up to 60ft.
Legendary Actions
The Typhon 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 Typhon regains spent legendary actions at the start of its turn.
Gnashing Fangs(1 action) The Typhon can make one attack with its Monstrous Heads
Destroyer's Flight(2 actions) The Typhon can use its Wing Attack
Titanic Resilience(3 actions) The Typhon can end one spell effect or status condition on itself.