Elemental Chaos, Titan
Gargantuan • Elemental (Titan) • Chaotic Neutral
Armor Class 21
Hit Points 280 (17d20 + 102)
Speed 30 ft., burrow 20 ft., swim 20 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 10 (+0) | 23 (+6) | 8 (-1) | 16 (+3) | 19 (+4) |
Saving Throws Str +14, Int +6, Cha +11
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities cold, fire, lightning, poison
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses blindsight 120 ft., passive Perception 13
Languages Primordial (as if four elementals speak at the same time)
CR 23 (XP 50,000; PB +7)

Elemental Chaos, Titan
Gargantuan • Elemental (Titan) • Chaotic Neutral
Armor Class 20
Hit Points 232 (15d20 + 75)
Speed 30 ft., burrow 20 ft., swim 20 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 10 (+0) | 21 (+5) | 8 (-1) | 16 (+3) | 17 (+3) |
Saving Throws Str +12, Int +5, Cha +9
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities cold, fire, lightning, poison
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses blindsight 120 ft., passive Perception 13
Languages Primordial (as if four elementals speak at the same time)
CR 20 (XP 25,000; PB +6)

Elemental Chaos, Titan
Gargantuan • Elemental (Titan) • Chaotic Neutral
Armor Class 22
Hit Points 332 (19d20 + 133)
Speed 30 ft., burrow 20 ft., swim 20 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 10 (+0) | 24 (+7) | 8 (-1) | 18 (+4) | 20 (+5) |
Saving Throws Str +16, Int +7, Cha +13
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities cold, fire, lightning, poison
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses blindsight 120 ft., passive Perception 14
Languages Primordial (as if four elementals speak at the same time)
CR 26 (XP 90,000; PB +8)

QUICK REFERENCE
Habitat
- Elemental planes of fire, water, air, and earth
- Cataclysmic rifts between planes
- Sites of massive natural disasters or magical upheaval
Behavior
- Embodiment of chaotic destruction, driven by primal forces
- Shows no preference for enemies – everything that is not an element is a target
- Drawn to areas where elemental energy is unstable or where it is most disrupted
Information (Intelligence Check)
- DC 13 Nature / History: Recognized as a combination of all four elemental forces
- DC 16 Arcana: Knows that damaging its delicate balance can cause unpredictable elemental effects
- DC 20 Arcana: Understands that destroying its titanic form may lead to its collapsing into a more condensed form
Combat
- Simple-minded brute-like fighter: attack what is closest
- Uses Heavy Step to reposition and Sunder for massive area destruction
- Fight without fear until it dies and collapses into its second form
Loot Ideas
- Nothing, loot ideas are provided for its second form
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
