BUT FIRST–what are those previous hack posts about?

First post: GENERAL general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat.

Second post: EQUIPMENT the (shared) Resources party attribute, the Lucky Bastard feat, new martial weapons, new ranged weapons, new extremis weapons, power armor

Third post: ARCHETYPES Apothecary monk archetype, Chaplains, and the Imperial Guard Veteran archetype

Fourth post: ARCHETYPES Assault space marine barbarian archetype and the Imperial Commissar fighter archetype

Fifth post: ARCHETYPES Psyker sorcerer archetype, Grey Knight warlock archetype, and Sisters of Battle monk archetype

Sixth post: ARCHETYPES ASSASSINORUM CLADES! My favorite. ❤

Seventh post: ARCHETYPES Inquisitors (warlock archetype) and Grey Knight space marines (paladin archetype)

Eighth post: ARCHETYPES Sneaky space marines (I am Alpharius) and Rogue Trader bards!

Ninth post: ARCHETYPES Techmarine mad scientists and Tech-Priest scrappers (both are classes with free PDFs)

Tenth post: FEAT & TEMPLATE One of the underappreciated bits of Abnett’s work (Enuncia; note that I took a few liberties with it) and doling out the chaos template before the monster statblock posts begin

Eleventh post: NPCs More in-depth and specific advice about xenos reskins (definitely handy for the GM!) along with unarmed, armored, and chaos space marine statblocks

Twelfth post: NPCs Librarian and Techmarine statblocks (along with quick rules to reskin an archmage into a tech priest NPC)

Thirteenth Post: NPCs Cognitae Agent, Dreadnought, and Rogue Psyker

Today’s Post: NPCs We’re beginning the dive into titans. If you want some grimdark kaiju action in your game, this and next week are right up your alley! I’m going to point out that unless your game is about epic-sized gigantic robot fights in WH40k (which could be dope!) that you probably don’t need anything bigger than these like Reavers/Imperators/etc.–or so I hope. Originally that was going to be this and the next entry but then I realized it would be way more fun (and useful) if we had some titans around for everybody. Tune in next week for a 5e version of the Lutomoborbus (<3), Tau Stormsurge, and something big for squats (THE HERESY!), and if you want bigger titans at the very least these are a good basis to build upon.

EDIT — A new Star Wars movie just came out so I guess I ought to point out that I’ve got a hack for that too.

MORE EDIT — Redditor SCKoNi pointed out that unlike the abstraction I was thinking of from Dawn of War III, eldar titans don’t have actual shields. So I pulled their Void Shields and beefed up the Holo-Field feature considerably.

Warhound (Chaos, Imperium)

Gargantuan construct, unaligned

Armor Class 17 (natural armor)

Hit Points 198 (12d20+72)

Speed 70 ft.

STR DEX CON INT WIS CHA 25 (+7) 14 (+2) 23 (+6) 17 (+3) 18 (+4) 14 (+2)

Saving Throws Int +8, Cha +7

Skills Athletics +12, Investigation +8, Perception +9, Science +8, Survival +9

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 2,500 ft., passive Perception 24

Languages Binary, High Gothic, Low Gothic (5 operators)

Challenge 16 (16,000 XP)

Auspex. The Warhound has advantage on Wisdom (Perception) checks. By spending a bonus action choosing a target creature that it can see, the Warhound gains advantage on ranged attack rolls against that target until it chooses a new one.

Damage Threshold. The Warhound ignores any attack that deals 7 or less damage (this feature does not affect its void shields).

Operators. The Warhound does not grant its condition immunities to the creatures operating it (meaning they can be charmed or frightened), although they have total cover and concealment. Operators inside the Warhound gain advantage on all Intelligence, Wisdom, and Charisma saving throws.

Void Shields (2). When activated with a bonus action, forcefields are emitted around the Warhound. Whenever the Warhound would take damage, the forcefield is damaged first. Each forcefield has 100 hit points and regenerates 10 hit points each round. When a forcefield is reduced to 0 hit points, a void shield breaks and requires a DC 20 Intelligence (Technology) check and 1d4 rounds to repair. Deactivating a void shield is a reaction.

ACTIONS

Multiattack. The Warhound attacks twice.

Slam. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 49 (4d20+7) bludgeoning damage.

Multiple Armaments. Warhounds can be equipped with up to two of the following weapons.

Inferno Gun. Ranged Weapon Attack: +7 to hit, range 500/1,500, one target. Hit: 47 (10d8+2) flame damage.

Plasma Blastgun. Ranged Weapon Attack: +7 to hit, range 800/2,000, one target. Hit: 22 (5d8) flame damage plus 22 (5d8) lightning damage.

Turbolaser Destructor. Ranged Weapon Attack: +7 to hit, range 750/1,500, one target. Hit: 47 (10d8+2) radiant damage.

Vulcan Mega Bolter. Ranged Weapon Attack: +7 to hit, range 1,000/2,500, one target. Hit: 20 (4d8+2) bludgeoning damage plus 13 (3d8) flame damage and 13 (3d8) thunder damage.

Revenant Titan (Eldar)

Gargantuan construct, neutral

Armor Class 20 (natural armor)

Hit Points 168 (16d20+64)

Speed 110 ft.

STR DEX CON INT WIS CHA 22 (+6) 21 (+5) 18 (+4) 19 (+4) 20 (+5) 21 (+5)

Saving Throws Dex +10, Int +9, Wis +10, Cha +10

Skills Acrobatics +10, Arcana +9, Investigation +9, Perception +10, Stealth +10

Damage Resistances force, psychic

Damage Immunities poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned

Senses darkvision 3,000 ft., passive Perception 20

Languages Eldar, High Gothic

Challenge 16 (16,000 XP)

Damage Threshold. The Revenant Titan ignores any attack that deals 5 or less damage (this feature does not affect its holo-field duplicates or void shields).

Evasion. If the Revenant Titan is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Revenant Titan instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Holo-Field. Three illusory duplicates of the Revenant Titan appear in its space. The duplicates move with the Revenant Titan and mimic its actions, shifting position so it’s impossible to track which image is real. The Revenant Titan can use an action to dismiss the illusory duplicates.

Each time a creature targets the Revenant Titan with an attack during the holo-field’s duration, roll a d20 to determine whether the attack instead targets one of the duplicates.

If the Revenant Titan has three duplicates, it must roll a 3 or higher to change the attack’s target to a duplicate. With two duplicates, it must roll an 6 or higher. With one duplicate, it must roll a 9 or higher.

A duplicate has an AC of 22. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. When all three duplicates are destroyed the holo-field is disrupted, requiring a DC 18 Intelligence (Arcana) check and 1d4 rounds to repair.

Even creatures that can’t see or rely on other senses (like auspexes, blindsight, or even truesight) are fooled by the holo-field’s duplicates.

ACTIONS

Multiattack. The Revenant Titan attacks twice. By spending a bonus action, it can fire a missile.

Slam. Melee Weapon Attack: +11 to hit, reach 25 ft., one target. Hit: 37 (3d20+6) bludgeoning damage.

Pulsar. Ranged Weapon Attack: +10 to hit, range 750/2,000, one target. Hit: 21 (3d10+5) force damage plus 16 (3d10) radiant damage.

Missile. Ranged Weapon Attack: range (600), multiple targets (20-foot-square). Hit: 36 (8d8) bludgeoning and fire damage; DC 18 Dexterity saving throw reduces damage by half.



Stompa (Ork Gargant)

Gargantuan construct, chaotic evil or neutral evil

Armor Class 14 (natural armor)

Hit Points 444 (24d20+192)

Speed 30 ft.

STR DEX CON INT WIS CHA 23 (+6) 8 (-1) 27 (+8) 8 (-1) 13 (+1) 12 (+1)

Saving Throws Str +11, Con +13, Int +4, Cha +6

Skills Athletics +11

Damage Resistances acid, thunder

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses 1,500 ft., passive Perception 16

Languages Ork

Challenge 16 (16,000 XP)

Damage Threshold. The Stompa ignores any attack that deals 8 or less damage.

Operators. The Stompa does not grant its condition immunities to the creatures operating it (meaning they can be charmed or frightened), although they have total cover and concealment. Operators inside the Stompa gain advantage on all Intelligence, Wisdom, and Charisma saving throws.

The usual Stompa iz crewed by at least two dozen gretchins and a few nobz, and wit so many eyes about theyz gain advantage on checks made for Perceivin.

Repair Krew. As a bonus action, the Stompa can deploy 6 gretchin that swarm all over the machine and patch it up with quick fixes of plating, adhesive, and greenie gumption. These gretchin act on the Stompa’s initiative. At the end of the Stompa’s turn, if at least 4 gretchin were alive crawling along its outsides repairing it for the round, the Stompa regains 1d4 hit points.

Siege Monster. The Stompa deals double damage to objects and structures.

Walking Shrine of Gork (or Mork). Stompas are regarded as massive walking incarnations of Gork (or Mork) and the sight carnage wrought by even one of these big meks can drive orks into a wild bloodlust. Any orks that are able to see the Stompa gain advantage on saving throws against fear, a +1 bonus to attack and damage rolls, and they ignore 1 point of damage whenever they take damage (minimum 1 damage). When the Stompa falls in battle, all orks (and gretchin) within 1,000 feet make a DC 16 Wisdom saving throw or attempt to flee the battlefield.

ACTIONS

Stompa-Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 90 (8d20+6) bludgeoning damage and the target is grappled (escape DC 20). The Stompa can grapple a foe of Huge size or smaller and still attack creatures with the Stompa-Claw, inflicting half as much damage as their melee attack deals to any grappled creature it is wielding.

Deth Kannon. Ranged Weapon Attack: +4 to hit, range 500/2,000, one target plus multiple targets (20-foot radius). Hit: 87 (16d10-1) bludgeoning damage. Creatures within a 20-foot radius of where the death kannon hits make a DC 12 Dexterity saving throw. On a failed save, a creature takes half damage (and no damage on a successful save). If the deth kannon misses its target, as long as it hit within 5 points of the target’s AC the target is inside of the attack’s area.