Elemental Titan

9th-level conjuration   Casting time: 1 action   Range: 90 feet   Target: --   Components: V, S, M (a ruby [if fire], sapphire [if water], emerald [if earth], or diamond [if air] worth 1,000 gp)   Duration: Concentration, up to 1 hour   Classes: Wizard   Subclasses:  
You summon a mighty elemental titan to serve you in battle. The titan appears in an unoccupied space you can see within range. You choose what type of elemental plane your titan hails from— air, earth, fire, or water—which determines some of its statistics, traits, and actions. The titan uses the Elemental Titan statistics block detailed in this chapter and disappears when it drops to 0 hit points or the spell ends.
  The titan is an ally to you and your companions, following your commands (no action required) to the best of its ability. In combat, it shares your initiative count but takes its turn immediately after yours. If you do not issue any commands to the titan, it defends itself to the best of its ability.
 

Elemental Titan CR: --

Gargantuan elemental, neutral
Armor Class: 19 (natural armor)
Hit Points: 300
Speed: 40 ft , fly: 60 (hover, if fire or air) ft , burrow: 40 (if earth) ft , swim: 60 (if water) ft

STR

29 +9

DEX

16 +3

CON

22 +6

INT

5 -3

WIS

12 +1

CHA

19 +4

Saving Throws: Str (9 + your proficiency bonus), Dex (3 + your proficiency bonus), Wis (1 + your proficiency bonus), Cha (4 + your proficiency bonus)
Skills: Perception (1 + your proficiency bonus)
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: fire (if fire), poison
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, stunned unconscious
Senses: darkvision ;120 ft., tremorsense 60 ft. (if earth), passive Perception (Perception skill bonus +10)
Languages: Primordial; understand the languages you speak
Challenge Rating: --

Elemental Bond. The titan is magically bound to you. As long as you and it are on the same plane of existence, you can telepathically call the titan to travel to you, and the titan knows the distance and direction to you. If the titan is within 120 feet of you, half of any damage you take (rounded up) is instead taken by the titan.
  Cyclonic Winds (Air Only). The area around the titan in a 30-foot-radius sphere is awash in terrific winds. The affected area is lightly obscured, and enemy creatures have disadvantage on ranged attacks against creatures in the affected area.
  Siege Monster (Earth Only). The titan deals double damage to objects and structures and cannot be pushed, pulled, moved, or magically teleported unless you allow it.
  Fiery Body (Fire Only). A creature that touches the titan or hits it with a melee attack while within 10 feet of it takes 11 (2d10) fire damage.
  Liquid Form (Water Only). The titan can enter a hostile creature’s space and stop there. When it enters a creature’s space for the first time on a turn, the titan can attempt to grapple the creature with its fluidic body (no action required). A creature grappled in this manner is considered underwater.

Actions

Mulitattack. The titan makes three attacks.
  Wind Blast (Air Only). Ranged Weapon Attack: + (your spell attack modifier) to hit, range 120 ft., one creature. Hit: 18 (2d8 + 9) bludgeoning damage, and the target must succeed on a Strength saving throw or be pushed 20 feet in a straight line away from the titan.
  Slam (Earth Only). Melee Weapon Attack: + (your spell attack modifier) to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
  Flare (Fire Only). Melee or Ranged Weapon Attack: + (your spell attack modifier) to hit, reach 20 ft. or range 60 ft., one target. Hit: 23 (4d6 + 9) fire damage.
  Tentacle (Water Only). Melee Weapon Attack: + (your spell attack modifier) to hit, reach 30 ft., one target. Hit: 14 (1d10 + 9) bludgeoning damage plus 7 (2d6) acid damage.
  Elemental Blast (1/Day). The titan projects a blast of elemental matter in a 60-foot cone. Each creature in the affected area must attempt a Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage plus 35 (10d6) fire damage (if fire), acid damage (if water), lightning damage (if air), or force damage (if earth), or half as much damage on a success.


Comments

Please Login in order to comment!