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Stone Titan

Titans are incredibly large humanoids, rare creatures that are naturally magical in nature; as such, they act as magic sponges, able to absorb and redirect magical power.
Depending on the area in which a Titan lives, they will absorb the natural energy from their surroundings, and over generations, they take on different forms resembling whatever energy surrounds them.
Titans rarely live among other Titans, often choosing to settle among rural populations on the brink of civilisation, as to them, another Titan is only competition.   Stone Titans live in the wild, a dangerous life that requires skill and determination. You will often find Stone Titans living alone as shepherds, with large herds of Lox and other animals, or among a tribe of Urkali, where they help with heavy lifting and brute force.
With thick, chalky, rock-like skin and calcified formations atop their heads, a Stone Titan stands up to 11 feet tall, towering over just about anyone and everyone they meet. They are often reasonable, well-tempered individuals with an aptitude for understanding the strange nature of the Mistlands.  

Stone Titan

Ability Scores: Choose any +2; choose any other +1
Size: Medium
Speed: 30 ft

Age: Titans tend to live longer than humans, maturing at the age of 20, and living for up to 150 years.
Alignment: As much as a Titan is a sponge for magic, they are a sponge for culture too, adapting to their surroundings. They have no particular alignment.
Size: Stone Titans are the largest of the Titans, standing at 10-11 ft tall and weighing around 370 pounds.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Titanic Resistance: Upon taking magical damage from a spell, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a weapon attack (melee or ranged) on your next turn, the target takes an extra 1d6 damage of the triggering type, and the effect ends. You can't use this effect again until you complete a long or short rest.
Rock Affinity: You have resistance to acid damage, you have advantage on Dexterity (Stealth) checks to hide in rocky terrain, and you can move across difficult terrain made of earth or stone without expending extra movement.
Marbled Tongue of Beasts: You gain proficiency in the animal handling skill, and you have the ability to communicate with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Calm: You have advantage on saving throws against being charmed or frightened.
Languages: You can speak, read and write one common language and one other language of your choice.

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