b'Titan, Ancient \n'b'  Family:   Titan  \n'b'  Gargantuan   celestial  (titan),  neutral good  \n'b'  Armor Class  15 (breastplate)  Hit Points  198 (12d20 + 72)  Speed  50 ft., swim 30 ft.\n'b' STATS STR: 27 (+8) DEX:  13 (+1)  CON:  22 (+6)  INT:  16 (+3)  WIS:  16 (+3)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +10,  Wis  +7,  Cha  +9  Skills   Athletics  +12,  Intimidation  +9,  Perception  +7  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Senses   darkvision  120 ft., passive  Perception  17  Languages  Common, Giant, Primordial, telepathy 120 ft.  Challenge  12 (8,400 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The ancient titan can breathe air and water. \n'b'  Magic Resistance . The ancient titan has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The ancient titan can use its Reality-Altering Words. It then makes two Greatsword attacks or three Word of Pain attacks. \n'b'  Greatsword .  Melee Weapon Attack : +12 to hit, reach 10 ft., one target.  Hit : 36 (8d6 + 8) slashing damage. \n'b'  Word of Pain .  Ranged Spell Attack : +9 to hit, range 120 ft., one target.  Hit : 23 (4d8 + 5) force damage, and the target must succeed on a DC 17  Constitution  saving throw or have disadvantage on  attack  rolls, ability checks, and saving throws until the end of its next turn as pain courses through its body. \n'b'  Reality-Altering Words . The titan speaks a phrase that temporarily reshapes reality around it, warping the terrain, displacing creatures, and disrupting magic. Each creature within 30 feet of the titan must succeed on a DC 17  Dexterity  saving throw or be pulled or pushed up to 25 feet toward or away from the titan (the titan\xe2\x80\x99s choice) and forced  prone . Instead of pushing or pulling a creature that failed the saving throw, the titan can end one magical effect of its choice of 4th level or lower on that creature. The area then becomes  difficult terrain  until the start of the titan\xe2\x80\x99s next turn. Moving through this  difficult terrain  doesn\xe2\x80\x99t cost the titan extra movement. \n'b'  Stunning Word (Recharge 5\xe2\x80\x936) . The titan speaks a brief, echoing word of power at up to three creatures it can see within 60 feet of it. Each target must make a DC 17  Constitution  saving throw. On a failure, a creature takes 45 (10d8) force damage and is  stunned  for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t  stunned . The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone. \n'b'  Children of the Gods . Ancient titans are the surviving immortal children of an early primordial god. They fled to the wilds after a divine war, where they founded an empire that lasted thousands of years before plague brought about its collapse. \n'b'  Sea God\xe2\x80\x99s Servants . A few ancient titans still dwell in the ocean realm, spared by the sea god in exchange for eternal servitude. Ancient titans have long, glossy hair, usually black, red, or silver, and they stand sixty feet tall and weigh over twenty tons. \n'b'  Friends to Dragons . Ancient titans have a strong rapport with wind dragons and sea dragons, as well as gold, silver, and mithral dragons. \n'b'  Primordial Power . The children of an ancient god, titans have a measure of the god\xe2\x80\x99s power. They know and command primordial words that can influence the world and creatures around them by tapping into the energy that created the world.'