Warforged Titan

Huge Construct
Hit Dice: 12d10+40 (106 hp)
Initiative: –1
Speed: 50 ft. (10 squares)
Armor Class: 25 (–2 size, –1 Dex, +18 armor), touch 7, flat-footed 25
Base Attack/Grapple: +9/+26
Attack: Axe +16 melee (2d8+9/×3) or maul +16 melee (2d8+9/×3)
Full Attack: Axe +16 melee (2d8+9/×3) and maul +11 melee (2d8+9/×3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Powerful charge +3d6, trample 2d6+13
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., low-light vision, resistance to acid 10, cold 10, electricity 10, fi re 10, and sonic 10
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 28, Dex 8, Con —, Int 3, Wis 11, Cha 1
Skills: Jump +32
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Powerful Charge
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually lawful neutral
Advancement: 13–24 HD (Huge); 25–48 HD (Gargantuan)
Level Adjustment: —
A huge golem forged of composite materials swings a massive axe and maul as it shambles forward.
Among the first warforged created during the Last War, titans are a small step forward from massive, mindless war golems. Warforged titans are not true living constructs like other warforged; they are barely sentient, with just enough intelligence to follow changing commands in the heat of battle.


Warforged titans are slow and stupid, but their awesome strength and sheer size makes them fearsome in battle.
Powerful Charge (Ex): Thanks to its Powerful Charge feat, a Huge warforged titan deals an extra 3d6 points of damage when it charges. A Gargantuan titan deals an extra 4d6 points of damage when it charges.
Construct Traits: A warforged titan has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Trample (Ex): Deals 2d6+13 Damage, Reflex half DC 25. The save DC is Strength-based.

As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.

A trample attack deals bludgeoning damage (the creature’s slam damage + 1½ times its Str modifier). The creature’s descriptive text gives the exact amount.

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

The save DC against a creature’s trample attack is 10 + ½ creature’s HD + creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Source: Eberron Campaign Setting

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