Greek Mythology
Welcome to Titanomachia: The rising Olympian gods battle against Titans for control of the cosmos.
Author's Note: Welcome to Olympus Ascension, set during the Titanomachy, the war between the rising Olympians, led by Zeus, and the ancient Titans, led by Cronus. This conflict will shape the fate of gods, titans, and all creation, and you are at the center of it.
Choosing Your Path:
1. To Side with Zeus:
Join Zeus and his loyal champions, the children of Styx: Kratos, Nike, and Bia, as they fight to establish the new Olympian order. Aid in the liberation of the Hecatoncheires and Cyclopes, and strike against Cronus to end the reign of the Titans once and for all.
Playable Characters:
Kratos (Guardian)
Nike (Swiftblade)
Bia (Fighter)
2. To Side with Cronus:
Fight with the Titans, led by Cronus, to preserve the ancient reign over the cosmos. As Menoetius, you wield destructive elemental power. Defending the old order, you might alter the course of history, protecting the Titans from their foretold downfall.
Playable Character:
Menoetius (Elementalist)
3. To Stay Neutral:
Walk the path of Hecate, the goddess of magic and crossroads, who remained neutral. As a Mystic, you may aid both sides or choose to change the destiny of gods and titans alike, shaping the outcome of the war with your magical influence.
Playable Character:
Hecate (Mystic)
4. Unique Options:
Alternatively, explore unique roles as a Cyclops or Hecatoncheires, deciding the war’s outcome from a monstrous perspective.
The Mythic World:
Explore the world from the peaks of Mount Olympus to the depths of Tartarus, where alliances are forged and broken. Whether you fight for Zeus, Cronus, or remain neutral, your choices could reshape history as we know it.
Played | 8 times |
Cloned | 4 times |
Created | 238 days ago |
Last Updated | 76 days ago |
Visibility | Public |

HP Range102 - 255 (Avg: 179)
AC17
XP5900
Details
Size | Large |
Type | Construct |
CR | 10 |
XP | 5900 |
Languages | understands the languages of its creator but can't speak |
Defenses
Armor Class | 17 |
HP Range | 102 - 255 (Avg: 179) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | , |
Condition Immunities | , , , , , |
Actions
Multiattack
The golem makes two slam attacks.
Slam
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Slow
The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.