Sunday, July 1, 2018


The Titans (also known as the Empyrean) are a star-faring race of humanoid aliens who possess untold cosmic power. In appearance, a titan resembles an enormous (25 feet tall) humanoid, with perfect beauty and strength. They are hardy and muscular, but nonetheless extremely handsome or beautiful. Every aspect of them (teeth, hair, etc.) is also perfect. Based on the Titans of the Greek and Roman pantheons, they dress themselves in “Greek-Style” garb such as togas and loincloths. Those traveling the stars often wear specialized armor (see below for details).
They are known to have created many mega-structures found across space, including the Stellar Gateways, and are responsible for the Terra-forming of many planets. Relics, ruins, wild space habitats and all manner of wonderfully weird structures left over from the titan’s ancient civilization can be found all over the place.

The Titans are engaged in a long war with entities from the Far Realm. These entities once ruled over the Material Plane in the chaotic era before the Big Bang (o the “Shutting of the Door”) which closed off the Material Plane from that chaotic realm. Attempts by the insane denizens of the Far Realm to reassert their rule brought war to the Titans and the titans in turn unleashed their might against the invaders. This war has continued over the eons and has involved massive space battles wherein black holes and quasars were hurled and the fabric of time and space was threatened.  Thankfully, at the present age, this war seems to have cooled to a “Cosmic Cold War” with both forces watching each other over vase distances of spacetime.

Most titans stand out and should have back-stories and personalities. However even among titans there are certain members of that race that are wider known than most. Such as the following:
Astraeus (Starry One): This titan is a master of Star Magic and a great designer of spacecraft. He and his wife Eos and their children are energetic proponents in space exploration and the fostering of life among the stars. The creation of atmospheric generators to bring air to otherwise barren worlds are attributed to this titan. Also, a great many creatures that dwell in the void between the stars were created by Astraeus and his children.
Cronus (The Reaper): This titan is a master of time, having control over both life and death through his manipulation of Chronomancy (time magic). This titan has long sought the elusive goal of creating a perfect “Golden Age” where there is no need for laws or rules; everyone did the right thing, and immorality was absent. So far, all attempts to achieve this end have failed. This titan is among the greatest foes of the entities of the Far Realm, as their chaotic existence is anathema to his personal philosophy. Cronus dwells in his vast starship with his wife Rhea.
Hemera (Silver Lady or Aditi): This titaness is the mistress of the Astral Plane and possesses great power over Star Magic. Though ancient even my Titan standards, the Silver Lady appears as a young titaness of titanic size and great beauty and clothed in silvery light. She is served by a great many Astral Devas, Silver Dragons and other beings. She and her many followers dwell in an enormous Astral ship composed of diamond that rarely leaves the Astral Plane.
Modros Velenaxius Compadronum IX (The One and the Prime): This titan, also known as Primus is the master engineering and construction of mechanical contraptions. His creations are so wondrous that they are more like living beings than machines. Primus now rules over the Modrons, Golems and other mechanical beings from his realm is the world of Regulus in the Mechanus System, a clockwork Dyson Sphere beyond the edges of the Dragon Empire. Primus is a staunch foe of the entities of the Far Realm. 

SPACE TITAN (Empyrean)
Huge celestial (titan), any alignment.
Armor Class 22 (natural armor plus titan armor)
Hit Points 313 (19d12+190)
Speed 50 ft., fly 50 ft., swim 50 ft. 
30 (+10)
21 (+5)
30 (+10)
21 (+5)
22 (+6)
27 (+8)
Saving Throws Str +17, Int +12, Wis +13, Cha +15
Skills Insight +13, Persuasion +15
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Senses truesight 120 ft.
Languages all
Challenge 23 (50,000 XP)

Innate Spellcasting. The empyrean’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: greater restoration, pass without trace, water breathing, water walk
Art by John Douglas
1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)
Legendary Resistance (3/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has advantage on saving throws against spells and other magical effects.
Magic Weapons. The empyrean’s weapon attacks are magical.
Titan Armor. While going about their business in space, many of them dress in skin tight armor that varies greatly between individual titans. This armor can only be worn by Empyrean or Storm Giants. Titan Armor has the following properties:
Space Immunities. The armor grants the titan complete immunity to Necrotic Energy (radiation), Cold, Fire and Radiant damage.
Spelljamming Flight. While within the suit the titan can achieve spelljamming speeds when away from a gravity well. This allows the titan to fly between adjacent planets in 1d6+1 days. When outside a planetary system, the titan can fly at a rate of 1 light year per day.
Celestial Renewal. The titan recovers 15 hit points at the beginning of your turn if you have at least 1 hit point remaining.
Resist Status. The titan has advantage on all saving throws to avoid being affected by a status condition.

Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean’s next turn.
Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean’s choice): acid, cold, fire, force, lightning, radiant, or thunder.

Legendary Actions
The empyrean can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The empyrean regains spent legendary actions at the start of its turn.
Attack. The empyrean makes one attack.
Bolster. The empyrean bolsters all non-hostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean’s next turn.
Trembling Strike (Costs 2 Actions). The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.

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