Hecatoncheires
by Paolo Davolio // Echidna Design
Art and Text from "Epic Level Handbook" (2002)
"Hecatoncheires are the oldest abominations, born of proto-deities early in the multiverse’s history.
At the beginning of time, all things were possible. The definition of form and function for living things was not yet set, and in that time were born the hecatoncheires, the “hundred-handed ones.” The hecatoncheires are huge, standing over 30 feet tall, and like a living tree bulging with knobby boles, they have one hundred arms and fifty heads.
Words fail to describe the monstrosity of their forms, or the brutality of their visage. They are always armed, grasping greatsword or boulder in each of their hands. They wear magic half-plate armor. Sometimes a hecatoncheires is armed with one or more magic weapons, as well.
From their birth, they were outcast and sealed away by the demiurge that produced them. Other deities who required their insane martial abilities to take down rival deities have released them from time to time. Each time they were released, an old pantheon fell. Few creatures can stand up to a hecatoncheires in combat, not even the gods."
Hecatoncheires
Huge giant (Titan), Chaotic Evil
- Armor Class 23 (natural armor)
- Hit Points 536 (37d12 + 296)
- Speed 100 ft., fly 60 ft.
STR DEX CON INT WIS CHA 30 (+10) 18 (+4) 26 (+8) 10 (+0) 8 (-1) 22 (+6)
- Saving Throws Str +19, Dex +13, Con +17
- Skills Athletics +28, Investigation +18, Perception +17
- Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
- Senses darkvision 240 ft., truesight 120 ft., passive Perception 27
- Languages Abyssal, Celestial, Giant, Infernal
- Challenge 30 (155,000 XP) Proficiency Bonus +9
Fate of the Titans. When the hecatoncheires would die, it's banished back to its extraplanar prison instead, where it will be confined until freed again.
Legendary Resistance (3/Day). If the hecatoncheires fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hecatoncheires has advantage on saving throws against spells and other magical effects.
Magic Weapons. The hecatoncheires's weapon attacks are magical.
One Hundred Arms and Fifty Heads. The hecatoncheires can take one reaction on every turn in combat, rather than only one per round. It also has advantage on saving throws against being knocked unconscious.
Regeneration. The hecatoncheires regains 30 hit points at the start of its turn. If the hecatoncheires takes radiant damage or damage from a weapon tempered in the blood of a deity, this trait doesn't function at the start of the hecatoncheires' next turn. The hecatoncheires dies only if it starts its turn with 0 hit points and doesn't regenerate.
Unusual Nature. The hecatoncheires doesn't need to breath, eat, drink or sleep.
Actions
Multiattack. The hecatoncheires chooses any number of targets within reach of its greatsword and makes up to four greatsword attacks against each of them. When attacking a Large or smaller target in melee, the hecatoncheires can try to grapple it instead (escape DC 27).
Greatsword. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 17 (2d6 + 10) slashing damage. If the d20 roll for this attack is a 19 or a 20, the attack is a critical hit.
Rock. Ranged Weapon Attack: +19 to hit, range 60/240 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage.
Hail of Rocks (Recharge 5-6). The hecatoncheires throws rocks in a 30-foot-cube from a point it can see within 240 feet of it. Each creature in the cube makes a DC 27 Dexterity saving throw, taking 65 (10d12) bludgeoning damage on a failed save, or half as much damage on a successful one. The surface under the cube becomes difficult terrain until it's cleared.
Spellcasting (1/Day). The hecatoncheires can innately cast divine word (spell save DC 23). Its spellcasting ability is Charisma.
Reactions
Infinite Parries. A creature making a weapon attack against the hecatoncheires makes it with disadvantage, or the hecatoncheires takes no damage from an incoming magic missile spell. To use this reaction, the hecatoncheires must see the attacker or spell and be wielding a melee weapon in twenty-five or more hands.
Legendary Actions
The hecatoncheires 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 hecatoncheires regains spent legendary actions at the start of its turn.
Slash. The hecatoncheires makes one greatsword attack against one or more targets of its choice within reach.
Throw Rock. The hecatoncheires makes a rock attack against 2 (1d3) targets.
Homebrew based on the Hecatoncheires from the Epic Level Handbook (2002) for D&D 3rd edition
This homebrew is not playtested. Feel free to contact Echidna Design for feedbacks or questions
"Hecatoncheires" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.