Lead Titan (5e Creature)
Lead Titan
Gargantuan giant, chaotic evil Armor Class 17 (natural armor)
Skills Perception +10, Stealth +16 Aggressive. As a bonus action, the giant can move up to its speed toward a hostile creature it can see. Ambusher. In the first round of combat, the giant has advantage on attack rolls against any creature it surprised. Blood Frenzy. The giant has advantage on melee attack rolls against any creature that doesn't have all its hit points. Echolocation. The giant can't use its blindsight if it is deafened. Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell. Sickening Stench. Any creature other than a lead giant that starts its turn within 20 feet of the giant must succeed on a DC 19 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all lead giants for 1 hour. Stone Camouflage. The giant has advantage on Dexterity (Stealth) made in rocky terrain. Sunlight Sensitivity. While in sunlight, the giant has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight. Surprise Attack. If the giant surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 9 (2d8) damage from the attack. ACTIONSMultiattack. The giant makes three melee attacks. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: X (3d10 + 8) piercing damage and X (3d6) acid damage. If the target is a creature, it must make a DC 17 Constitution saving throw, taking (6d10) poison damage on a failed save, or half as much on a successful one. Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: X (3d8 + 8) slashing damage. If the target is a creature, it must make a DC 17 Constitution saving throw, taking (6d10) poison damage on a failed save, or half as much on a successful one. Frightful Presence. Any creature that starts its turn within 120 feet of the giant and aware of it must succeed a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the giant's Frightful Presence for the next 24 hours Rock. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: X (5d10 + 8) bludgeoning damage. Shriek (1/Day). The giant releases a mournful shriek provided it isn't in sunlight. This shriek has no effect on constructs or undead. All other creatures within 120 feet of the giant that can hear it must make a DC 17 Wisdom saving throw. On a failure, a creature is deafened and frightened for 1 minute. On a successful save, the creature is deafened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Summon Earth Elemental (1/Day). The giant summons an earth elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes until it dies, or until its summoner dismisses it as an action.
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Lead titans are some of, if not the, greatest and most terrifying predators of the Underdark. These beast are constantly drooling a noxious saliva, so foul it has become corrosive. Just as insane as their lesser giants, lead titans often prey upon lead giants for food and have even been known to devour their own appendages, if hungry enough. Across its body lie self-inflicted scars, from attempts to swat the imaginary flies it thinks it sees. Should they become blind they can still hunt, by listening for a series of clicks they create to bounce back to them. |
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