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Monstrous Menagerie

titans of the
end times
onstrous Menagerie
presents new and
fantastic creatures
with which Game Masters of all
levels of experience can populate
their campaign worlds. The
creatures found within these
pages may be beneficent or malign,
horrific or wondrous, but all are
sure to astound your players. With
this article, you can challenge your
players with titans – giants of truly
humongous power coming from
a divine, infernal, or elemental
source. Presenting a hitherto
hidden but apocalyptic threat to
the campaign world, they can be
used as ultimate threats, servants
of even more powerful villains, or writing Artem Serebrennikov
color art Ellis Goodson
as minor villains to challenge high-
editing James J. Haeck
level PCs. layout Eric Life-Putnam

EN World EN5IDER  |  Titans of the End Times

powerful Saving Throws Dex +7. Titan’s world. and slash- After a bout of wanton bloodshed. athletic physique. including maps and illustrations (including illustrations in the public domain). are smaller or weaker than I am. “EN Publishing. Religion +8 them never thought of subverting divine power. and saving throws and of bones is located in a distant corner of the loses Legendary Resistance. an act they saw as profane Languages all and blasphemous. and EN World and EN Publishing logos. enough to stem the tides of chaos. trade dress. Wis + 10. Prodigiously strong and Hit Points 277 (22d12 + 134) impervious to normal weapons. corrupt and fallen world. Publishing ™ Titans Titansofofthe theEnd Times | | EN EndTimes  ENWorld EN5IDER World EN5IDER . Antaeus’ weapon attacks are magical. crush the strongest of challengers with his bare STR DEX CON INT WIS CHA hands. the power Origins: Antaeus is based on a creature from of the gods is fading. If Antaeus fails a sav- with the ground that spawned him. and archdemons. Antaeus gains disadvantage   Place in the Campaign: Antaeus’s temple on ability checks. as   Flaw: I underestimate the power of those who if chiseled from an enormous block of marble. narrative and descriptive text. renegade angels sharing his beliefs. passive Perception 20 bones of his enemies. In their anger. Melee Weapon Attack: +16 to hit. if possible. he can choose to succeed instead. ACTIONS Antaeus leaves his temple.” “EN5ider. Antaeus saw ing throw. Fist. Damage Immunities bludgeoning. lawful evil cut from a mountain of marble and infused with Armor Class 22 (natural armor) a spark of divine power.   Before you stands a 20-foot tall creature   Bond: I must destroy the enemies of the gods. his body Huge giant (titan). are designated Product Identity. and I am the only one strong Greek mythology. His lair is defended by undead Titan’s Grace. they attempted Challenge 20 (25. challenges it to a wrestling duel.Antaeus   Ideal: The world is in deep decline. Antaeus was created in a collective effort by the gods to act as a defender Antaeus of divine order in the world of mortals. even though most of Skills Athletics +16. laden with treasure gathered from his Grace. the divine order. one target. seeks out a powerful Multiattack. Antaeus could Speed 50 ft. Antaeus’ Armor Class includes his mockeries of the monsters he had defeated and Charisma bonus. and adds its bones to his temple. reach 10 ft. Antaeus makes two fist attacks and creature that he deems to be to challenge deems to either uses fling or slam. slays it. Sometimes.. All of the other material in this article. attack rolls. only realizing that they could not Divine Fists.000 XP) to destroy him. Cha +11 giants. undo their creation as long as it was in contact Legendary Resistance (3/Day). Its body is glistening white. Antaeus has advantage on saving only he could uphold the laws of the cosmos in a throws against spells and other magical effects.” EN Publishing EN product and article titles. this as a sign that the gods had lost their way and Magic Resistance.   History: Millenia ago. He overpowered dozens of powerful 30 (+10) 13 (+1) 23 (+6) 14 (+2) 18 (+4) 20 (+5) opponents such as ancient dragons. character and place names. piercing. Hit: 23 (3d8 + 10) bludgeoning damage. Open Game Content The game rule information in this article is designated Open Game Content. Magic Resistance. Strength from the Earth.. and all immunities when he is not in contact slain enemies and offered to the gods as a with the ground. Antaeus built ing from nonmagical weapons a grisly temple to the gods out of the skulls and Senses truesight 120 ft. Con +12. Perception +10. resembling a human male with an impeccably even if they say otherwise.” “EN World. futile sacrifice.

powers allowed him to establish himself as a ture must succeed on a DC 20 Dexterity saving throw secret mastermind of crime. I need to gather souls taking 45 (10d8) bludgeoning damage on a failed for The Jailer to keep him satisfied. unwittingly or openly furthering his agenda.   Ideal: After becoming the king of criminals in Trample (Costs 2 Actions). crooks to highly trained assassins. with most crime lords or take the same damage and be knocked prone. or smaller target within 10 feet of him with his foot. as well as LEGENDARY ACTIONS several chain devils. he struck a bargain with the creature with each one. that crea. Each creature must suc. it also falls prone and is cloud my judgment. the target is restrained and takes 13 known as the Jailer. gaining enormous size and strength. One Large or smaller object held or creature magical abilities. and other restraints. bars. If a thrown Jack-In-Irons’ task was to capture one thousand target strikes a solid surface. wars. choosing from gathered by his underlings and exploiting his the options below. Antaeus regains spent legendary ac. this task is still in progress. Only one legendary action option shapeshifting abilities. and natural disasters. and the next… The target must make a DC 20 Dexterity saving throw. and is pictured on the first page of this article. Antaeus steps on a Large this world. carnage and destruction. Fling.   Flaw: My deviousness and callous cruelty often If the target fails the save. Until this artifact that allowed him to contact an archdevil grapple ends. Jack- the end of the Antaeus’ next turn. Reveling in tions at the start of its turn. on a distant island in a fortress that once served as ceed on a DC 20 Constitution saving throw or take 24 a prison for particularly dangerous criminals. Once a lowly highwayman.   History: Jack-In-Irons was human once. and complete power over all grappled by Antaeus is thrown up to 60 feet in a locks. save. his If the target is thrown at another creature.   This 18-foot tall giant with rugged. I am ready to move on to the next one. especially during creature’s turn. random direction and knocked prone. he reaps the harvest of Wrestle. chains. but has forgotten his true name. Slam. Jack-In-Irons Origins: Jack-In-Irons is based on a creature from English folklore.   Bond: For the time being. bestial features is clad in a chaotic mass of chains. and the next. archdevil. EN World EN5IDER  |  Titans of the End Times . In exchange. and portcullises. or half as much damage on a successful one. restrained until the start of its next turn. the target takes half the bludgeoning damage his minions running the gamut from small-time and isn’t stunned. He (4d6 + 10) bludgeoning damage and be stunned until has rebuilt the jail and bolstered its defenses. the overlord of a hellish plane (3d8) bludgeoning damage at the start of each of resembling a nightmarish prison. Using the intelligence Antaeus can take 3 legendary actions. Faced with its turns. he came into possession of an and the target is grappled (escape DC 20). the target takes 3 (1d6) and one souls and supply them to his master— bludgeoning damage for every 10 feet it was thrown. plagues. In the meantime. Jack-In-Irons strikes when can be used at a time and only at the end of another honest folk are at their weakest. Antaeus makes one fist attack or uses fling or souls for his infernal master. locks. save. slam. Antaeus slams creatures grappled by him into   Place in the Campaign: Jack-In-Irons resides each other or a solid surface. Antaeus has two fists and can grapple a imminent capture. On a successful In-Irons commands a small army of delinquents.

Jack-In-Irons can voluntarily release a creature’s soul if he chooses. All targets in a 90-foot high. Infernal Jack-In-Irons can take 3 legendary actions. darkness. titan). If Jack-In-Irons fails a saving throw. He can spend 5 feet of a chain harpoon. up to 120 Hellish Chains. another creature’s turn. telekinesis Jail the Soul. fire..Jack-In-Irons ACTIONS Huge giant (shapechanger. passive Perception 18 LEGENDARY ACTIONS Languages Common. Sleight of Hand +8 Chain Harpoon. dimension door. Perception +8. and it may not be returned to life by any means short of a wish until Jack-In-Irons is killed.. neutral evil Multiattack. Jack-In-Irons makes one attack with a chain or or cause him to be restrained. Saving Throws Str +13. it Condition Immunities frightened. and slash. any equipment he is wearing or carrying. Ranged Weapon Attack: +13 to hit. taking At will: alter self (can become Medium-sized when 35 (10d6) piercing damage on a failed save. requiring no material vanishes. The STR DEX CON INT WIS CHA target is grappled (escape DC 19) if Jack-In-Irons isn’t 25 (+7) 14 (+2) 21 (+5) 16 (+3) 15 (+2) 17 (+3) already grappling a creature. damage at the start of each of its turns. and then cast the following spells. The target is also knock knocked prone if it fails the saving throw. Speed 40 ft. must succeed on a Strength contest against Jack-In- poisoned Irons or be pulled up to 60 feet toward him. piercing. Magical darkness doesn’t impede Jack. drops to the ground. option can be used at a time and only at the end of In-Irons’ darkvision. 100-foot long components: line must make a DC 19 Dexterity saving throw. Wis +8 the target is restrained and takes 21 (6d6) piercing Skills Deception +9. slow. Jack-In-Irons’ weapon attacks are feet to an unoccupied space he can see. magical. Any creature reduced to 0 hit points by Jack-In-Irons’ weapon attacks is killed instantly. reach 15 ft. and magical effects can’t reduce his speed Attack. Titans Titansofofthe theEnd Times | | EN EndTimes  ENWorld EN5IDER World EN5IDER . paralyzed. much damage on a successful one. Hit Points 218 (19d12 + 95) Chain. terrain. Dex +8. or half as changing his appearance). Only one legendary action Devil’s Sight. Intimidation +9.000 XP) from the options below. poison damage. He can innately of Jack-In-Irons. choosing Challenge 18 (20. Jack-In-Irons makes two chain or chain Armor Class 21 (natural armor) harpoon attacks. Jack-in-Irons regains spent Freedom of Movement. Jack-In-Irons magically teleports. one target. Gates of Hell (Costs 2 Actions). Giant. An enormous ada- Innate Spellcasting. Melee Weapon Attack: +13 to hit. Jack-In-Irons’ spellcasting mantine portcullis magically appears within 90 feet ability is Charisma (spell save DC 19). along with being grappled. The creature’s psyche is magically imprisoned by Jack-In-Irons. he can choose to succeed instead. 3/day each: arcane lock.. Hit: 28 (6d6 + 7) slashing damage. movement to escape from nonmagical restraints or Teleport. hold mon- ster. If the target is a Huge or smaller creature. Damage Immunities bludgeoning. range 60/180 ft. Hit: 17 (3d6 + 7) piercing ing from nonmagical weapons. invisibility. one target. Jack-In-Irons ignores difficult legendary actions at the start of his turn. resilient sphere. Senses darkvision 120 ft. Until this grapple ends. Legendary Resistance (3/Day).

he behind. Svyatogor deals double damage to and reduce towns to rubble. this equipment only a dire threat to the world can awaken him. 30 (+10) 10 (+0) 21 (+5) 12 (+1) 20 (+5) 17 (+3)   Origins: Svyatogor is based on a creature from Saving Throws Dex +6. Athletics +16.Svyatogor Svyatogor This colossal silver-bearded warrior. surrounded by treasures from a bygone age. Svyatogor regains spent legendary protection and guidance. on an equally titanic horse that shakes the ground STR DEX CON INT WIS CHA with its trotting. If Svyatogor fails a the origins of which also pose a mystery. He is mounted Speed 30 ft. is over 40 feet tall. Svyatogor hopes that his end of Svyatogor’s next turn. leaving his treasures past in his possession. Svyatogor’s weapon attacks are the ferragut race .   Flaw: Oblivious to my size and strength. lawful neutral shining chainmail. prone Various sages deem him to be the last of a Senses darkvision 120 ft. ing from nonmagical weapons Svyatogor is an ancient and enigmatic being. it must also succeed on a DC to pass his mantle to another hero. the giant seems to be objects and structures. Primordial of giantkind as a whole. When reduced to 0 hit points. passive Perception 15 vanished race of giants. carrying an enormous scarlet Armor Class 20 (+2 mithral chain mail. Whenever he appears. Even saving throw. choosing from   Ideal: I hope to meet my match in strength and the options below. Melee Weapon Attack: +18 to hit. If his duty of protecting the “smallfolk”.000 XP) to the mortal world. Only one legendary action option valor and pass my treasures to my conqueror. is always seen mounted on his gigantic destrier. Taciturn and 15 Constitution saving throw or be stunned until the emotionally distant. magical. +2 shield. can be used at a time and only at the end of another   Bond: The smaller. younger races need my creature’s turn. Svyatogor can take 3 legendary actions. EN World EN5IDER  |  Titans of the End Times . benevolent and even oddly protective of smaller Svyatogor’s Treasures. Int +7. piercing.. Whatever his true identity. sized for a Gargantuan creature. Cha +9 Russian folklore. Con +11. though Svyatogor’s sheer bulk can uproot forests Siege Monster. resizes for a creature of any smaller size that spends a His appearance in the world of smaller races is short rest examining it. Giant. Svyatogor is definitely older than any giant in Epic Demise. or a distant ancestor of Elemental Weapons. Svyatogor has the following humanoids. and slash- “lower that the clouds but taller than the trees”.. Legendary Resistance (3/Day). and has magical armaments from ages rapidly sinks into the earth. Hit: 30 (4d8 + 12) slashing damage.) Normally cave. Condition Immunities paralyzed. one target. reach mind. and I cannot fail them. the primordial progenitor Languages Common. a demigod banished Challenge 19 (22. (The GM may modify the properties of of his time in deep sleep in a distant mountain these items to better suit your campaign. Skills Animal Handling +9. he can choose to succeed instead. he has grown too old and weak to fulfill 15 ft. In Svyatogor’s Longsword. clad in Gargantuan giant (titan). +2 shield) shield and armed with a sword thrice the height Hit Points 310 (20d20 + 100) of a grown man. History +7   History: Described in an old ballad as Damage Immunities bludgeoning. a sure signal of impeding disaster that can only ACTIONS be stopped by a mighty hero. I’m heedless of the collateral damage I might cause. actions at the start of his turn. and needs the target is a creature.   Place in the Campaign: Svyatogor spends most +2 longsword. cavalcades through the realms of “smallfolk” will LEGENDARY ACTIONS cause such a hero to arise and defeat him. Svyatogor existence. magical equipment: +2 mithral chain mail.

Creatures within a 90-foot cone must make a DC 19 Constitution saving throw. ▶▶ Its Intelligence score is 9 (–1). or half as much damage on a successful one. E Svyatogor’s Mount Svyatogor’s mount has the statistics of a mammoth. The target is also pushed up to 20 feet away from Svyatogor if it fails the saving throw. Attack. ▶▶ It cannot be charmed or frightened while Svya- togor is mounted on it or within its sight. Svyatogor exhales a powerful gust of air. with the following alterations: ▶▶ It is a Gargantuan fey. taking 28 (8d6) thunder damage on a failed save. Svyatogor makes one melee attack against each creature within his reach. but they can target non-prone creatures and qualify for trampling charge. Svyatogor makes one melee attack. ▶▶ It can only make stomp attacks. ▶▶ It understands Common and Giant. Mighty Breath (Costs 2 Actions). Titans Titansofofthe theEnd Times | | EN EndTimes  ENWorld EN5IDER World EN5IDER . Sweep (Costs 2 Actions).