Giant, Titan
Highly intelligent giants with powerful magical abilities
Basic Fantasy Field Guide Omnibus
| Armor Class | 16 |
|---|---|
| Hit Dice | 17* (+12) to 22* (+13) |
| Number Appearing | 1d8 |
| Attacks | 1 giant weapon or 1 thrown rock or Spell |
| Damage | 7d6 giant weapon, 6d6 rock, or by spell |
| Movement | 50' (or see below) |
| Save As | Fighter: 17 to 22 (as Hit Dice) |
| Morale | 8 |
| XP | 17 HD: 3,745; 18 HD: 4,160; 19 HD: 4,675; 20 HD: 5,450; 21 HD: 6,225; 22 HD: 7,000 |
While most titans move at 50’, 10% of them are able to move 90’ per turn. They are more intelligent than most humans, and are able to use both Magic-user and Cleric spells up to 7th-level; each will have 2 available spells of each level for each type of magic.
Given their magical capabilities, titans rarely need to resort to the use of force, but they carry well-made giant-sized weapons, and if necessary a titan can throw boulders as other giants do. Boulders thrown by a titan have up to a 120’ range and do 6d6 points of damage to all creatures in a 10-foot radius around the impact point.
Special Abilities
Spellcasting: Able to use both Magic-user and Cleric spells up to 7th-level; each will have 2 available spells of each level for each type of magic.
Boulder Throwing: Boulders have up to a 120’ range and do 6d6 points of damage to all creatures in a 10-foot radius around the impact point.
Variants
Fast Titan
(10% of titans)
| Movement | 90' |
|---|