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Giant, Titan

Highly intelligent giants with powerful magical abilities

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class16
Hit Dice17* (+12) to 22* (+13)
Number Appearing1d8
Attacks1 giant weapon or 1 thrown rock or Spell
Damage7d6 giant weapon, 6d6 rock, or by spell
Movement50' (or see below)
Save AsFighter: 17 to 22 (as Hit Dice)
Morale8
XP17 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)
Movement90'