The Dragonlance Nexus

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Ogre Titan

D&D 3e (3.0/3.5) Rules

by André La Roche

Note: For some these rules to best make sense, sort rules by author and read up on what else is made by this author.

Large Ogre
Hit Dice: 13d8+75 (142)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 18 (+3 Dex, +6 natural, -1 Size)
Attacks: 2 claws +18 melee; or greatsword +18/+13 melee
Damage: Claw 1d6+9, great sword 2d6+9
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special Abilities: Drain undead, Soul Blast
Special Qualities: Inscrutable Intellect, Fear/Awe Aura
Saves: Fort +13, Ref +7, Will +7
Abilities: Str 28, Dex 16, Con 20, Int 17, Wis 16, Cha 18
Skills: Concentration +14, Knowledge(Arcana, History, Local) +12, Spellcraft +17
Feats: Cleave, Power Attack, School of Sorcery (Geomancy and two others of titan's choice), Sphere of Mysticism (titan's choice)

Climate/Terrain:Any land
Organization: Solitary or Squad (2-4)
Challenge Rating: 17
Alignment: Always Evil
Advancement: 14-21 HD

Titans are what the foul and vilesome ogres believe their race to have once been. Standing at almost double the heighth of an ogre, titans have a chilling elven-like beauty about them, yet unlike elves titans do not possess the fragile features of elves. Titans possess two rows of shark-like teeth, a testament to their vicious nature. With skin the color of sky-blue, and hair that most often is black, titans resemble a stronger and superior version of the irda. Yet, titans as all types of ogres will deny any connection to irda.

The terrible secret of the titans is that they were once ogres. Transformed by a process that draws upon the blood and souls of slaughtered elves, these creatures emerged in a state vastly superior to that they once maintained. Yet, this great power and beauty does not come without a price. Once a month, a titan must imbibe a potion that consists of elven blood and the other same materials used in the transformation or else she will deteriorate into a creature more horriffic than the ogre she once was.


Finding themselves superior to all other races, titans are often overly confident when engaged in combat. When fighting a small group of "weaklings", titans will only use their magic as a last resort should things start going for the worse. When in mass combat, a titan will create flashy and spectacular effects in order to demoralize their opponents. When a titan knows that it is facing a superior opponent, he or she won't hesitate to put all their effort into the battle instantly. Titans cast their magic as though a Primordial Sorcerer or Mystic of 12th-Level, and as such receive a relevant casting bonus of +11.

Drain Undead (Su): All titans, upon performing a successful touch attack against undead who currently have 30 hp or less may drain these HP from the undead as a move-equivalent action. The titan gains twice as many spell points as hit points drained that they can use for casting either primordial sorcery or mysticism.

If these spell points move them over their maximum amount of spell points, treat them as temporary spell points that if not used within 24 hours, are lost at a rate of 10 spell points per hour.

Inscrutable Intellect (Ex): A titan's newly transformed mind is totally alien and superior to most anything ever encountered on Krynn. As such, spell casters must expend 10 extra spell points (included in the Spellcasting DC) when performing any spell that would allow the caster to read the titan's mind, or affect it in any adverse ways.

Fear/Awe Aura (Su): The radically altered titans have an aura that affects those who view it in various ways.; When viewing a titan, the character must succeed at a Willpower saving throw with a DC equal to 10 +½ the titan's HD + his Charisma Modifier (DC 20 for the average titan). For any of ogre heritage, the titan symbolizes a glory long since lost that must be preserved at all costs, these ogres who fail their save are effectively under a charm person spell. For those without ogre ancestry, they see the evil and reviling essence of the titan. Those non-ogres who fail their saving throw are considered to be shaken (see the Dungeon Master's Guide for details)

Geomancy Mastery (Ex): Titans have a natural proficiency for casting Geomancy spells. When deciding on the Spellcasting DC and amount of points subtracted from the titan's pool of sorcery points, half the actual amount. Saving throws against such spells are treated normally.

Soul Blast (Su): This deadly attack form is unique to titans. Drawing upon the power of the dead, a Titan may sacrifice his own health to injure his opponents. For every 2 points of damage the titan takes from this attack form, 4 points of damage are dealt to the target. This ability acts like the spell magic missile and ignores spell resistance. A titan's Soul Blast may be used once per round as a free action.

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