Titania

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Originally Posted by

Kain Darkwind of the Dicefreaks d20 Community.

On this Thread

Titania

Medium fey (Chaotic, Cosmic, Good)

Hit Dice 50d6 + 500 (800 hp)
Initiative +14
Speed 30 ft., Fly 90 ft. (good)
Armor Class 68 (+16 deflection, +14 Dexterity, +18 insight, +10 natural), touch 58, flat-footed 36
Base Attack/Grapple +25/+31
Attack By spell +31 touch or +39 ranged touch
Space/Reach 5 ft./5 ft.
Special Attacks Gaze of warmth, spell-like abilities, spells, summon nature’s warriors
Special Qualities Aura of nature’s protection, damage reduction 50/cold iron, damage reduction 20/epic, Darkvision, fast healing 20, fey lord, immunity to electricity and fire, Low-Light Vision, resistance to cold 30, Spell Resistance 51
Saves Fort +37, Ref +41, Will +45
Abilities Strength 23, Dexterity 38, Constitution 31, Intelligence 39, Wisdom 47, Charisma 43
Skills Balance +43, Bluff +67, Concentration +63, Climb +25, Diplomacy +85, Disguise +69 (+75 acting), Escape Artist +67, Handle Animal +69, Heal +33, Hide +67, Intimidate +47, Jump +35, Knowledge (Arcana) +39, Knowledge (nature) +86, Knowledge (nobility) +67, Knowledge (religion) +39, Listen +71, Move Silently +67, Perform (sing) +39, Sense Motive +71, Spellcraft +71, Spot +71, Survival +71, Tumble +43, Use Magic Device +69
Feats Earthbound Spell, Extend spell, Fortify Spell, Heighten Spell, Nonlethal Substitution, Quicken Spell, Quicken Spell-Like Ability (x2), Reach Spell, Skill Focus (Knowledge, nature), Transdimensional Spell, Twin Spell, Widen Spell
Epic Feats Epic Skill Focus (Knowledge, nature), Improved Metamagic (x3)
Environment The Plane of Faerie
Organization Solitary (unique)
Challenge Rating 36
Treasure Quadruple standard
Alignment Chaotic Good (Chaotic Neutral tendencies)

Gaze of Warmth (Su): Those within Titania's gaze (a 60 foot semi-circle in front of her) are subjected to her warming gaze unless they succeed in a Fortitude save (DC 51). Depending on Titania's whim, this gaze may have several effects. Changing the effect of her gaze is a swift action, suppressing the gaze is a free action.

Gentle Sunbeam: All creatures within the gaze gain the resistance to cold 15. Fortitude negates.

Sweltering Summer: All creatures within the gaze are affected as though by heat metal. Fortitude negates.

Scorching Sunlight: All creatures within the gaze suffer 5d6 points of fire damage per round. Fortitude half.

Spell-Like Abilities: Always active -Detect Magic, detect snares and pits, freedom of movement, nature watch, pass without a trace, see invisibility, tongues, true seeing;

at will -animal growth, animate plants, quickened Antimagic Ray *, Briar Web*, dancing lights, Dawn*, deep slumber (DC 41), entangle (DC 37), faerie fire, ghost sound, greater dispel magic, quickened Lucent Lance*, mass charm monster (DC 44), mass hold monster (DC 45), Nature's Avatar*, Nature's Favor*, Panacea*, Phantasmal Disorientation* (DC 42), plant growth, Ray of Clumsiness*, Ray of Light*, scintillating pattern, telekinesis (DC 41), tree stride, Vigorous Circle*, wall of thorns;

3/day - control weather, Deadfall*, Liveoak, Reincarnate, Shambler, spell turning, sunburst;

1/day - freedom, hallow, mass awaken*. Caster level 50th

Spells: Titania can cast spells as a druid. She casts spells spontaneously, with no need to prepare them ahead of time. Titania can also cast spells from the bard list, and the Animal, Plant, and Sun domains through these slots. Using metamagic does not increase Titania's casting time.

Spells per day: 6/10/10/9/9/9/8/7/7/7/4/3/3/3/3/2/2/2/2 (Caster level 40th, DC 28 + spell level)

Summon Nature's Warriors (Sp): Every day, Titania may summon animals totalling 90 hit dice, plant creatures totalling 60 hit dice and fey totalling 30 hit dice. She does not need to use up all of her usage of this power at once.

Aura of Nature's Protection (Su): All allied animals and plant creatures within 1000 feet of Titania gain a +6 bonus to AC and saving throws, as well as fast healing 10.

Fey Lord: Titania is naturally invisible unless she chooses to not be. No spell can dispel this. Spells which detect invisible creatures (such as true seeing) do not succeed to detect her without a caster level check (DC 60).

Within her realm, she can reshape the terrain and Alter Reality as a greater god. Cosmic and divine powers are dampened inside its borders. Rank checks take a -10 penalty, and all creatures within the realm are entitled to rank checks to pierce divine or cosmic immunities. (Normal creatures not possessing a normal rank check make their rank checks at +0, while all fey make rank checks with a +8 bonus) Strata bonuses do not exist within Titania's realm.

The Quarrel of Oberon and Titania (1846) by Sir Joseph Noel Patton (died 1901)

The Quarrel of Oberon and Titania (1846) by Sir Joseph Noel Patton (died 1901)

Seduction (Ex): If Titania is touching a willing creature, she gains a +10 bonus on the DC of any enchantment spells she casts against them. (Note, the creature needs only to be willing to be touched by Titania, not willing to be enchanted)

Titania may also enspell those protected from Enchantment magic. If she succeeds at an opposed caster level check against the effect protecting her target, the protection has no effect against her power. This only applies to effects that grant outright immunity, protections such as boosts to one's Will save are unaffected.

Liber Mysterium

The Netbook of Witches and Warlocks

By Timothy S. Brannan and The Netbook of Witches and Warlocks Team

Full netbook can be found on the followng website

Dom of D20 / D&D 3e Netbooks and Downloads.

The Queen of the Sidhe. Mabd is the prototypical elven Goddess of Celtic lore. Her high time is the Summer Solstice. She is also known as Mab, Meave and to the Briton Celts, Titania. She is a mercurial Goddess that reflects the nature of the forest; life giving to some, deadly to others. Witches of the Faerie Tradition honor Mabd and many of the Classical Traditions also pay her alligence.

Alignment: CG or CN

Areas of Influence: Elves (Sidhe), Mysteries

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