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<blockquote data-quote="GreatestHonor" data-source="post: 9197918" data-attributes="member: 7042229"><p>[ATTACH=full]336219[/ATTACH]</p><p><em>Picture taken in-game by Unknown</em></p><p></p><p style="text-align: center"><strong><u>TITAN</u></strong></p> <p style="text-align: center"><em>The Archean, God of the Earth, The Landforger</em></p><p></p><p>Titan is the Astral who has spent the most time upon the mortal world, though most of his millennia have been spent in a divine slumber. Despite his slumber, his presence still shakes the land with tremors, which locals have dubbed “Titan’s snoring”. Such quakes are largely harmless and result in little to no damage to nearby structures.</p><p></p><p><strong>Meteor of the Six.</strong> At the end of the Astral War, it was Titan who caught the crystalline meteor which threatened to destroy the world. While this signaled the end of the divine war, it also resulted in Titan entering a deep slumber, largely removing him from the affairs of the world.</p><p></p><p><strong>An Ancient Presence.</strong> In his slumber, Titan still holds the Meteor in the center of the Disc. Around him the kingdom of Lucis rose, the city of Lestalum built, and most recently, the war with Niflhiem has been waged. In the modern day, Titan is seen as a monument of labor, as the Meteor he holds burns hot enough for Lestalum to supply all of Lucis with power.</p><p></p><p><strong><u>DIVINE AURA</u></strong></p><p>Empowered by its divine maker, the aspect’s mere presence warps the land around it, creating the following effects:</p><ul> <li data-xf-list-type="ul">The aspect is attuned to all matters involving the earth. While within 10 miles of the aspect, if a creature touches dirt, stone, or similar earthen materials, or casts a spell or magical effect which manipulates earthen materials, the aspect becomes instantly aware of all involved creatures. Touching or manipulating metals does not trigger this effect. While aware of a creature, the aspect knows its general location, creature type, current hit points, and once every 10 minutes the aspect can create a patch of difficult terrain around a creature it is aware of which fills the ground around the creature in a 180-foot Emanation.</li> <li data-xf-list-type="ul">Within 1 mile of the aspect dirt and stone becomes stronger and more resistant to change. All nonmagical attempts to dig or rave such materials takes five times as long.</li> <li data-xf-list-type="ul">While within 1,000 feet of the aspect, spells and magical effects which manipulate dirt, stone or other earthen materials are empowered. The effects of all such spells are increased in the following ways:<ul> <li data-xf-list-type="ul">Objects created by such magics have twice as many hit points and a +3 bonus to their AC.</li> <li data-xf-list-type="ul">Any spell with a duration longer than instantaneous lasts twice as long, and if the spell requires Concentration to maintain, the caster has Advantage on Concentration saving throws made to maintain it.</li> </ul></li> </ul><p></p><p><strong>Avatar of Titan</strong></p><p><em>Gargantuan Celestial (Deity), Neutral Good</em><img src="https://www.enworld.org/attachments/1599001688295-png.125413/" alt="1599001688295.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 20 (Natural Armor)</p><p><strong>Hit Points</strong> 553 (27d20 + 270)</p><p><strong>Speed</strong> 90 ft.</p><p><strong>Initiative</strong> 8 (-2)</p><p><img src="https://www.enworld.org/attachments/1599001689306-png.125414/" alt="1599001689306.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>30 (+10)</td><td>6 (-2)</td><td>30 (+10)</td><td>16 (+3)</td><td>20 (+5)</td><td>18 (+4)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599001691083-png.125415/" alt="1599001691083.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Saving Throws </strong>Str +19, Dex +7, Con +19, Int +12, Wis +14, Cha +13</p><p><strong>Skills </strong>Athletics +28, History +21, Perception +23, Religion +21</p><p><strong>Damage Resistance</strong> fire, force; bludgeoning, piercing, and slashing</p><p><strong>Damage Immunities</strong> poison; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Condition Immunities</strong> Blinded, Charmed, Confused, Deafened, Exhaustion, Frightened, Poisoned, Stunned</p><p><strong>Senses</strong> Darkvision 300 ft., Tremorsense 1,000 ft., Truesight 240 ft., passive Perception 33</p><p><strong>Languages</strong> All, telepathy 600 ft.</p><p><strong>Challenge</strong> 30 (155,000 XP) <strong>Proficiency Bonus</strong> +9</p><p><img src="https://www.enworld.org/attachments/1599001692326-png.125416/" alt="1599001692326.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong><em>Colossal</em>.</strong> The aspect occupies a 120-foot by 120-foot space and is 180 feet tall. A Huge-sized or smaller creature can enter the aspect’s space and must do so to target it with an attack or effect with a range or reach of 40 feet or less. In addition, the aspect cannot be forcibly moved or knocked Prone by such creatures.</p><p></p><p><strong><em>Divine Caster.</em></strong> Any spell of 4th level or lower casted by the aspect is casted as a 5th level spell. In addition, the aspect can concentrate on up to 2 spells at once. If its concentration is broken, both spells end simultaneously.</p><p></p><p><strong><em>Divine Form.</em></strong> The aspect is immune to spells of 3rd level and lower, as well as any spell or effect that would alter its form, banish it, or instantly slay it. Moreover, without the aspect’s permission, no spell or magical effect can observe it remotely or detect its thoughts, creature type, or alignment. In addition, the aspect has Advantage on saving throws against spells and other magical effects, and all other spell attack rolls against it have Disadvantage.</p><p></p><p><strong><em>Divine Might.</em></strong> The aspect’s attacks are considered magical for the purposes of overcoming damage resistances and immunities. In addition, the aspect ignores damage resistances and any temporary hit points a target has, and treats damage immunities as resistances.</p><p></p><p><strong><em>Divine Nature</em>.</strong> The aspect does not age and cannot be aged by any means. It also does not need to eat, drink, sleep, or breath to survive.</p><p></p><p><em><strong>Divine Recovery.</strong></em> At the beginning of each of its turns, the aspect regains 20 hit points and can remove one condition or negative effect that is affecting it, even if it is Incapacitated or Unconscious.</p><p></p><p><strong><em>Earthglide</em>.</strong> The aspect can move through dirt, stone, or similar materials as thought they were normal terrain. Additionally, it can move through refined metals and veins of metal as though they were difficult terrain.</p><p></p><p><strong><em>Legendary Resistance</em>.</strong> If the aspect fails a saving throw it can expend one unused legendary action to succeed instead.</p><p></p><p><strong><em>Reliable Might.</em></strong> Whenever the aspect makes a Strength or Constitution check and rolls lower than a 15 on the d20 roll, it instead rolls a 15.</p><p></p><p><strong><em>Member of the Hexatheon (2/Short or Long Rest).</em></strong> If the aspect would be reduced to 0 hit points or slain outright, it immediately gains all the benefits from long rest, except for replenishing any expended uses of Member of the Hexatheon. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (465,000 XP total) for each time it defeats the aspect and its Member of the Hexatheon trait activates</p><p></p><p><strong><u>DIVINE ACTIONS</u></strong></p><p>The aspect can take 4 divine actions, choosing from the options below. Only one legendary action option can be used at a time and can be used during the aspect’s turn or at the end of another creature's turn. If the aspect would start its turn with any unexpended divine actions, it can choose to use any remaining before the start of its turn. The aspect regains spent divine actions at the start of its turns.</p><p></p><p><em><strong>Titan Fist.</strong></em> <em>Melee Weapon Attack:</em> +19 to hit, reach 60 ft., one target. <em>Hit.</em> 43 (6d10 + 10) bludgeoning damage plus 21 (6d6) force damage. If the target is a creature it is knocked Prone. If the target is a creature it is also moved in one direction of the aspect’s choice. A creature is Medium or smaller it is moved up to 120 feet, a Large creature it is moved up to 60 feet, and a Huge or larger creature is moved up to 30 feet.</p><p></p><p><strong><em>Stomp (Costs 2 Actions)</em>.</strong> The aspect slams its foot down in a 45-foot Cube inside of or within 30 feet of its space. Any creature within the Cube must make a DC 27 Strength or Dexterity saving throw (creature’s choice) or take 43 (6d10 + 10) bludgeoning damage plus 21 (6d6) force damage. In addition, every creature within 120 feet of the aspect must make a DC 27 Dexterity saving throw or be knocked Prone. Any creature within the Cube and/or the aspect’s space makes the secondary saving throw with Disadvantage.</p><p></p><p><strong><em>Arm Sweep (Costs 2 Actions)</em>.</strong> The aspect swings its arm in a 90-foot cone. Each creature in this area must succeed a DC 27 Dexterity saving throw, taking 65 (10d10 + 10) bludgeoning damage and being knocked Prone on a failed save, or half as much damage and not being knocked Prone on a success.</p><p></p><p><strong><em>Meteor Toss (Costs 2 Actions)</em>.</strong> The aspect hurls a massive stone at a point it can see within 1,000 feet. Each creature within 60 feet of this point must succeed a DC 27 Dexterity saving throw, taking 48 (9d12) bludgeoning damage and being Stunned until the end of the aspect’s next turn on a failed save, or half as much damage and not being Stunned on a success.</p><p></p><p><em><strong>Innate Spellcasting (Cost Varies).</strong></em> The aspect’s spellcasting ability is Strength (spell save DC 27, +19 to hit with spell attacks). It can innately cast the following spells requiring no components:</p><p></p><p>At-will: <em>commune (other Astrals only), earth tremor (20 foot sphere), erupting earth, greater restoration, stone shape, mold earth, transmute rock</em></p><p>3/Rest each (Costs 2 Actions): <em>bestow curse, bones of the earth, flesh to stone, move earth, planeshift (self only), remove curse, wall of stone</em></p><p>1/Rest each (Costs 3 Actions): <em>astral projection, earthquake (1 mile radius), teleport</em></p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><em><strong>Spellcast.</strong></em> Titan uses its Innate Spellcasting action (At-Will spells only).</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><em><strong>Disrupt Earthen Spell.</strong></em> If a creature the aspect can see attempts to cast a spell such as <em>move earth</em>, <em>earthquake</em>, or another spell or a magical effect that would affect the earth, the aspect stops the effects of the spell or magical effect from occurring, and the caster takes 22 (5d8) force damage.</p><p></p><p><strong><u>MYTHIC ACTIONS</u></strong></p><p>If the aspect’s <em>Member of the Hexatheon</em> trait is active, it can use the option below as a divine action for 1 hour:</p><p></p><p><strong><em>Gaia’s Wrath (Costs 5 Actions, 1/Long Rest)</em>.</strong> Summoning all of its physical strength, the aspect attacks a point within 1,000 feet. The ground around this point in a 300-foot radius becomes difficult terrain, and each creature of the aspect’s choice on the same surface within this area must succeed a DC 27 Dexterity saving throw. On a failed save, a creature takes 144 (24d12) bludgeoning damage, is knocked Prone, and is Stunned until the end of the aspect’s next turn. On a successful saving throw, the creature takes half as much damage, and is not knocked Prone or Stunned.</p><p></p><p><strong><u>LAIR</u></strong></p><p>Titan sits in the Disc of Cauthess, holding up the meteor that provides Lestalum its thermal power source. Any creature that starts its turn within 1 mile of the lair must begin making Constitution saving throws when it first enters and after each hour it spends in this area or gain 1 level of exhaustion, to a maximum of 5 levels. A creature within the lair takes 1d6 fire damage at the start of each of its turns. A creature resistant or immune to fire damage or immune to the effects of extreme heat does not need to make these saving throws and does not take the aforementioned damage.</p></blockquote><p></p>
[QUOTE="GreatestHonor, post: 9197918, member: 7042229"] [ATTACH type="full" alt="IMG_0699.jpeg"]336219[/ATTACH] [I]Picture taken in-game by Unknown[/I] [CENTER][B][U]TITAN[/U][/B] [I]The Archean, God of the Earth, The Landforger[/I][/CENTER] Titan is the Astral who has spent the most time upon the mortal world, though most of his millennia have been spent in a divine slumber. Despite his slumber, his presence still shakes the land with tremors, which locals have dubbed “Titan’s snoring”. Such quakes are largely harmless and result in little to no damage to nearby structures. [B]Meteor of the Six.[/B] At the end of the Astral War, it was Titan who caught the crystalline meteor which threatened to destroy the world. While this signaled the end of the divine war, it also resulted in Titan entering a deep slumber, largely removing him from the affairs of the world. [B]An Ancient Presence.[/B] In his slumber, Titan still holds the Meteor in the center of the Disc. Around him the kingdom of Lucis rose, the city of Lestalum built, and most recently, the war with Niflhiem has been waged. In the modern day, Titan is seen as a monument of labor, as the Meteor he holds burns hot enough for Lestalum to supply all of Lucis with power. [B][U]DIVINE AURA[/U][/B] Empowered by its divine maker, the aspect’s mere presence warps the land around it, creating the following effects: [LIST] [*]The aspect is attuned to all matters involving the earth. While within 10 miles of the aspect, if a creature touches dirt, stone, or similar earthen materials, or casts a spell or magical effect which manipulates earthen materials, the aspect becomes instantly aware of all involved creatures. Touching or manipulating metals does not trigger this effect. While aware of a creature, the aspect knows its general location, creature type, current hit points, and once every 10 minutes the aspect can create a patch of difficult terrain around a creature it is aware of which fills the ground around the creature in a 180-foot Emanation. [*]Within 1 mile of the aspect dirt and stone becomes stronger and more resistant to change. All nonmagical attempts to dig or rave such materials takes five times as long. [*]While within 1,000 feet of the aspect, spells and magical effects which manipulate dirt, stone or other earthen materials are empowered. The effects of all such spells are increased in the following ways: [LIST] [*]Objects created by such magics have twice as many hit points and a +3 bonus to their AC. [*]Any spell with a duration longer than instantaneous lasts twice as long, and if the spell requires Concentration to maintain, the caster has Advantage on Concentration saving throws made to maintain it. [/LIST] [/LIST] [B]Avatar of Titan[/B] [I]Gargantuan Celestial (Deity), Neutral Good[/I][IMG alt="1599001688295.png"]https://www.enworld.org/attachments/1599001688295-png.125413/[/IMG] [B]Armor Class[/B] 20 (Natural Armor) [B]Hit Points[/B] 553 (27d20 + 270) [B]Speed[/B] 90 ft. [B]Initiative[/B] 8 (-2) [IMG alt="1599001689306.png"]https://www.enworld.org/attachments/1599001689306-png.125414/[/IMG] [TABLE width="100%"] [TR] [td][B]STR[/B][/td][td][B]DEX[/B][/td][td][B]CON[/B][/td][td][B]INT[/B][/td][td][B]WIS[/B][/td][td][B]CHA[/B][/td] [/TR] [TR] [td]30 (+10)[/td][td]6 (-2)[/td][td]30 (+10)[/td][td]16 (+3)[/td][td]20 (+5)[/td][td]18 (+4)[/td] [/TR] [/TABLE] [IMG alt="1599001691083.png"]https://www.enworld.org/attachments/1599001691083-png.125415/[/IMG] [B]Saving Throws [/B]Str +19, Dex +7, Con +19, Int +12, Wis +14, Cha +13 [B]Skills [/B]Athletics +28, History +21, Perception +23, Religion +21 [B]Damage Resistance[/B] fire, force; bludgeoning, piercing, and slashing [B]Damage Immunities[/B] poison; bludgeoning, piercing, and slashing from nonmagical attacks [B]Condition Immunities[/B] Blinded, Charmed, Confused, Deafened, Exhaustion, Frightened, Poisoned, Stunned [B]Senses[/B] Darkvision 300 ft., Tremorsense 1,000 ft., Truesight 240 ft., passive Perception 33 [B]Languages[/B] All, telepathy 600 ft. [B]Challenge[/B] 30 (155,000 XP) [B]Proficiency Bonus[/B] +9 [IMG alt="1599001692326.png"]https://www.enworld.org/attachments/1599001692326-png.125416/[/IMG] [B][I]Colossal[/I].[/B] The aspect occupies a 120-foot by 120-foot space and is 180 feet tall. A Huge-sized or smaller creature can enter the aspect’s space and must do so to target it with an attack or effect with a range or reach of 40 feet or less. In addition, the aspect cannot be forcibly moved or knocked Prone by such creatures. [B][I]Divine Caster.[/I][/B] Any spell of 4th level or lower casted by the aspect is casted as a 5th level spell. In addition, the aspect can concentrate on up to 2 spells at once. If its concentration is broken, both spells end simultaneously. [B][I]Divine Form.[/I][/B] The aspect is immune to spells of 3rd level and lower, as well as any spell or effect that would alter its form, banish it, or instantly slay it. Moreover, without the aspect’s permission, no spell or magical effect can observe it remotely or detect its thoughts, creature type, or alignment. In addition, the aspect has Advantage on saving throws against spells and other magical effects, and all other spell attack rolls against it have Disadvantage. [B][I]Divine Might.[/I][/B] The aspect’s attacks are considered magical for the purposes of overcoming damage resistances and immunities. In addition, the aspect ignores damage resistances and any temporary hit points a target has, and treats damage immunities as resistances. [B][I]Divine Nature[/I].[/B] The aspect does not age and cannot be aged by any means. It also does not need to eat, drink, sleep, or breath to survive. [I][B]Divine Recovery.[/B][/I] At the beginning of each of its turns, the aspect regains 20 hit points and can remove one condition or negative effect that is affecting it, even if it is Incapacitated or Unconscious. [B][I]Earthglide[/I].[/B] The aspect can move through dirt, stone, or similar materials as thought they were normal terrain. Additionally, it can move through refined metals and veins of metal as though they were difficult terrain. [B][I]Legendary Resistance[/I].[/B] If the aspect fails a saving throw it can expend one unused legendary action to succeed instead. [B][I]Reliable Might.[/I][/B] Whenever the aspect makes a Strength or Constitution check and rolls lower than a 15 on the d20 roll, it instead rolls a 15. [B][I]Member of the Hexatheon (2/Short or Long Rest).[/I][/B] If the aspect would be reduced to 0 hit points or slain outright, it immediately gains all the benefits from long rest, except for replenishing any expended uses of Member of the Hexatheon. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (465,000 XP total) for each time it defeats the aspect and its Member of the Hexatheon trait activates [B][U]DIVINE ACTIONS[/U][/B] The aspect can take 4 divine actions, choosing from the options below. Only one legendary action option can be used at a time and can be used during the aspect’s turn or at the end of another creature's turn. If the aspect would start its turn with any unexpended divine actions, it can choose to use any remaining before the start of its turn. The aspect regains spent divine actions at the start of its turns. [I][B]Titan Fist.[/B][/I] [I]Melee Weapon Attack:[/I] +19 to hit, reach 60 ft., one target. [I]Hit.[/I] 43 (6d10 + 10) bludgeoning damage plus 21 (6d6) force damage. If the target is a creature it is knocked Prone. If the target is a creature it is also moved in one direction of the aspect’s choice. A creature is Medium or smaller it is moved up to 120 feet, a Large creature it is moved up to 60 feet, and a Huge or larger creature is moved up to 30 feet. [B][I]Stomp (Costs 2 Actions)[/I].[/B] The aspect slams its foot down in a 45-foot Cube inside of or within 30 feet of its space. Any creature within the Cube must make a DC 27 Strength or Dexterity saving throw (creature’s choice) or take 43 (6d10 + 10) bludgeoning damage plus 21 (6d6) force damage. In addition, every creature within 120 feet of the aspect must make a DC 27 Dexterity saving throw or be knocked Prone. Any creature within the Cube and/or the aspect’s space makes the secondary saving throw with Disadvantage. [B][I]Arm Sweep (Costs 2 Actions)[/I].[/B] The aspect swings its arm in a 90-foot cone. Each creature in this area must succeed a DC 27 Dexterity saving throw, taking 65 (10d10 + 10) bludgeoning damage and being knocked Prone on a failed save, or half as much damage and not being knocked Prone on a success. [B][I]Meteor Toss (Costs 2 Actions)[/I].[/B] The aspect hurls a massive stone at a point it can see within 1,000 feet. Each creature within 60 feet of this point must succeed a DC 27 Dexterity saving throw, taking 48 (9d12) bludgeoning damage and being Stunned until the end of the aspect’s next turn on a failed save, or half as much damage and not being Stunned on a success. [I][B]Innate Spellcasting (Cost Varies).[/B][/I] The aspect’s spellcasting ability is Strength (spell save DC 27, +19 to hit with spell attacks). It can innately cast the following spells requiring no components: At-will: [I]commune (other Astrals only), earth tremor (20 foot sphere), erupting earth, greater restoration, stone shape, mold earth, transmute rock[/I] 3/Rest each (Costs 2 Actions): [I]bestow curse, bones of the earth, flesh to stone, move earth, planeshift (self only), remove curse, wall of stone[/I] 1/Rest each (Costs 3 Actions): [I]astral projection, earthquake (1 mile radius), teleport[/I] [B][U]BONUS ACTIONS[/U][/B] [I][B]Spellcast.[/B][/I] Titan uses its Innate Spellcasting action (At-Will spells only). [B][U]REACTIONS[/U][/B] [I][B]Disrupt Earthen Spell.[/B][/I] If a creature the aspect can see attempts to cast a spell such as [I]move earth[/I], [I]earthquake[/I], or another spell or a magical effect that would affect the earth, the aspect stops the effects of the spell or magical effect from occurring, and the caster takes 22 (5d8) force damage. [B][U]MYTHIC ACTIONS[/U][/B] If the aspect’s [I]Member of the Hexatheon[/I] trait is active, it can use the option below as a divine action for 1 hour: [B][I]Gaia’s Wrath (Costs 5 Actions, 1/Long Rest)[/I].[/B] Summoning all of its physical strength, the aspect attacks a point within 1,000 feet. The ground around this point in a 300-foot radius becomes difficult terrain, and each creature of the aspect’s choice on the same surface within this area must succeed a DC 27 Dexterity saving throw. On a failed save, a creature takes 144 (24d12) bludgeoning damage, is knocked Prone, and is Stunned until the end of the aspect’s next turn. On a successful saving throw, the creature takes half as much damage, and is not knocked Prone or Stunned. [B][U]LAIR[/U][/B] Titan sits in the Disc of Cauthess, holding up the meteor that provides Lestalum its thermal power source. Any creature that starts its turn within 1 mile of the lair must begin making Constitution saving throws when it first enters and after each hour it spends in this area or gain 1 level of exhaustion, to a maximum of 5 levels. A creature within the lair takes 1d6 fire damage at the start of each of its turns. A creature resistant or immune to fire damage or immune to the effects of extreme heat does not need to make these saving throws and does not take the aforementioned damage. [/QUOTE]
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