Elysian Titan
This titanic humanoid wears gilt-edged armor of ancient make and carries an immense hammer made of gleaming metal.
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
A race that was old when the world was young, titans are very near to the divine. This nearness inspired bitterness in the hearts of the mightiest titans, and when they grew jealous of the adulation the gods received from mortals, they began a crusade to destroy mortal life. As this war began, the Elysian titans turned against their kin and, by sacrificing some of their power to the gods, convinced the deities to banish their arrogant kin to the Abyss.
Lone Elysian titans often wander the planes, seeking enlightenment or exploring ancient places of power. Others still have the crusading impulse of the ancient war and can be found manipulating events from behind the scenes, training aspiring heroes, counseling kings, marshaling armies to overthrow tyranny, and inspiring mortals to become legends. A titan does not age- unless slain by violence, a titan is immortal.
One in every dozen Elysian titans is a prophet -a titan who manifests the goodwill of the gods and possesses the spellcasting power of a 20th-level cleric. These titans do not gain access to domains or any other cleric class abilities. They are CR 22 creatures.
Elysian titans are 70 feet tall and weigh 20 tons.
Titan Elysian
Gargantuan celestial (titan), chaotic good
Armor Class 19 (natural armor)
Hit Points 574 (28d20 + 280)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 10 (+0) | 30 (+10) | 20 (+5) | 27 (+8) | 23 (+6) |
Saving Throws Strength +17, Intelligence +12, Wisdom +15, Charisma +13
Skills Insight +15, Persuasion +13
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities frightened, poisoned
Senses truesight 120 ft., passive Perception 18
Languages all, telepathy 300 ft.
Challenge 24 (62,000 XP)
- Innate Spellcasting. The elsyian titan’s innate spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: divination, dispel magic, levitate, mind blank, sending
- 3/day each: bestow curse, scrying, heal, mass suggestion
- 1/day each: freedom of movement, planar ally, meteor swarm
- Trampling Charge. If the elysian titan moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, that target must succeed on a DC 24 Strength saving throw or be knocked prone. If the target is prone, the elysian titan can make one stomp attack against it as a bonus action.
Actions
- Multiattack. The construct makes two slam attacks.
- Maul of the Titans. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 41 (7d8 + 10) bludgeoning damage.
- Slam. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.
- Stomp. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage, and all creatures within 20 feet of the titan must succeed on a DC 20 Dexterity saving throw or be knocked prone as the titan causes the ground to heave.
Section 15: Copyright Notice
Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.
Elysian Titan
Elysian Titan CR 21 |
XP 409,600 CG Colossal outsider (chaotic, extraplanar, good) Init +7; Senses Darkvision 120 ft., true seeing; Perception +33 |
DEFENSE |
AC 37, touch 5, flat-footed 34 (+9 armor, +3 Dexterity, +23 natural, 8 size) hp 409 (21d10+294); regeneration 15 (evil) Fort +21, Ref +15, Will +21; +8 resistance vs. mind-affecting DR 15/evil; Immune aging, death effects, disease; SR 32 |
OFFENSE |
Speed 60 ft. (40 ft. in armor) Melee maul of the titans +33/+28/+23/+18 (6d8+28/1720) or 2 slams +30 (2d8+17) Space 30 ft.; Reach 30 ft. Special Attacks trample (2d8+25, DC 37) Spell-Like Abilities (CL 20th; Concentration +27) Constant air walk, mind blank, true seeing At will bestow curse (DC 21), break enchantment, divination, greater dispel magic, sending 3/day greater scrying (DC 24), heal, mass suggestion (DC 23) 1/day freedom, greater planar ally, meteor swarm (DC 26) |
STATISTICS |
Strength 45, Dexterity 16, Constitution 39, Intelligence 21, Wisdom 28, Charisma 24 Base Atk +21; CMB +46; CMD 59 Feats Awesome Blow, Critical Focus, Greater Sunder, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Power Attack, Staggering Critical, Vital Strike Skills Bluff +31, Craft (any) +29, Diplomacy +31, Intimidate +31, Knowledge (engineering) +26, Knowledge (planes) +29, Perception +33, Perform (any) +28, Sense Motive +33, Spellcraft +29, Use Magic Device +31 Languages Abyssal, Celestial, Common; telepathy 300 ft. SQ change shape (any humanoid; alter self ) |
ECOLOGY |
Environment any land (Elysium) Organization solitary, pair, or crusade (36) Treasure standard (+3 breastplate, maul of the titans, other treasure) |
Section 15: Copyright Notice – Bestiary 2
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.