
Neutral creatures · Champion
Shantiri Titan
How to use this creature in practice
Ranged stack requiring usable line of sight
Shantiri Titan needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
- Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
- Magic Absorption: Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 90: 900 additional base damage before other modifiers.
- Attack
- 25
- Defense
- 25
- Health
- 510
- Damage · Earth
- 75–90
- Initiative
- 22
- Combat movement
- 5
- Ranged reach
- Full
- Morale
- 0
- Luck
- 10
- Base dwelling growth
- Not stated
Cost per creature: 5100 gold + 3 starsilver + 1 Dragonblood crystals
A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.
Abilities and limitations
Construct
Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
Magic Absorption
Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 90: 900 additional base damage before other modifiers.
Rooting
A normal hit reduces movement by 3 for two rounds. A critical hit also prevents movement and movement-based abilities through the target’s next turn.
Regeneration
Restores 300 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.