Hecatoncheires — The Hundred-Handed Wardens of Tartarus
Cottus, Gyges and Briareus are the three true Hecatoncheires: divine titans born with fifty heads, one hundred arms and enough strength to bury armies beneath mountains.

Uranus feared their power and imprisoned them within the divine depths. Cronus continued their confinement after overthrowing Uranus. During the Titanomachy, Zeus released the brothers, restored their strength with nectar and ambrosia and secured their aid against the Titans.
When the decisive battle came, the three brothers cast three hundred mountain-sized stones into the Titan host. Their bombardment broke the opposing army and helped establish the Olympian order.
Cottus and Gyges now guard the innermost prison-domains of Tartarus within Othrys, the first layer of Carceri. Briareus, also called Aegaeon, divides his obligations between Tartarus and the sea-storm court of Poseidon.
The name Hecatoncheir refers to one brother. Hecatoncheires refers to all three.
Divine Titans in the Bestiary
The Hecatoncheires are divine beings, intelligent people and recognised participants in ancient divine law. Their placement within the Bestiary describes how they are represented mechanically. It does not reduce them to unintelligent monsters or deny their divine standing.
There are exactly three true Hecatoncheires:
- Cottus, the furious defender of contested gates.
- Gyges, the keeper of ancient sentences, true names and deep chains.
- Briareus, also called Aegaeon, the sea-storm arbiter.
Each brother has a complete individual stat block. No adjustment to a shared creature is required during play.
Epic Rules Terms
- Artefact: An item formally classified as an artefact or a named divine relic whose campaign entry gives it comparable authority.
- Divine effect: An ability produced directly by a deity’s true form, divine rank or named divine power. An ordinary spell does not qualify merely because it is divine magic.
- Recognised authority: An authentic judgement, office, oath, writ or seal accepted by the ancient compact governing Tartarus.
- Chains of First Imprisonment: Surviving restraints once used by Uranus or Cronus against the Hecatoncheires. These are artefacts rather than ordinary chains.
- Epic challenge ratings: The listed D&D 5E 2024 and Pathfinder challenge ratings extend beyond their normal published encounter tables. Encounter rewards and difficulty require a campaign-level judgement.
Cottus — The Furious Gatekeeper
Gyges — Keeper of the Deep Chains
Briareus, Called Aegaeon — The Sea-Storm Arbiter
Cottus — The Furious Gatekeeper

Cottus guards the most openly contested thresholds of Tartarus. He is the strongest of the brothers in direct physical battle and the quickest to answer a damaged seal, unauthorised opening or escaping prisoner.
His anger is disciplined rather than mindless. Cottus believes that disputed sentences must be examined through recognised judgement while custody remains secure. He has little patience for adventurers who break a gate first and ask who was imprisoned behind it afterwards.
| Creature Family | Unique divine titan |
|---|---|
| Primary Plane | Carceri |
| Primary Region | Tartarus within Othrys |
| Primary Office | Defender of contested gates and responder to prison breaches |
| Disposition | Lawful neutral |
| Preferred Resolution | Secure custody, hear testimony and restore the lawful state of the prison |
D&D 5E 2024 Mechanics
Cottus
Gargantuan Giant (Titan), Lawful Neutral
Armor Class 29
Initiative +15 (25)
Hit Points 1,083 (38d20 + 684)
Speed 80 ft., Climb 80 ft.
| Ability | Score | Modifier | Save |
|---|---|---|---|
| Strength | 50 | +20 | +31 |
| Dexterity | 18 | +4 | +15 |
| Constitution | 46 | +18 | +29 |
| Intelligence | 24 | +7 | +18 |
| Wisdom | 30 | +10 | +21 |
| Charisma | 32 | +11 | +22 |
Skills Athletics +42, History +18, Insight +21, Intimidation +22, Perception +32, Religion +18
Damage Resistances Acid, Cold, Fire, Necrotic and Radiant; Bludgeoning, Piercing and Slashing damage from attacks not made with artefact weapons
Damage Immunities Lightning, Poison and Thunder
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned and Prone
Senses Truesight 300 ft.; Passive Perception 42
Languages Greek, Primordial and Titan Speech; Telepathy 300 ft.
Challenge 38 Mythic; custom epic encounter
Proficiency Bonus +11
Traits
Divine Titan. Cottus requires no air, food, drink or sleep. He cannot be aged magically, and his attacks are magical.
Fiftyfold Awareness. Cottus cannot be surprised. He has Advantage on Intelligence, Wisdom and Charisma saving throws. Being unseen does not grant a creature Advantage on attacks against him, and he perceives in every direction.
Hundred Hands. Cottus can simultaneously grapple up to twenty Large or smaller creatures, ten Huge creatures or two Gargantuan creatures.
Grappling, carrying or restraining creatures does not prevent him from attacking or moving. Cottus can take three Reactions during each round, but no more than one during the same turn.
Legendary Resistance (6/Day). If Cottus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Cottus has Advantage on saving throws against spells and other magical effects.
Siege Titan. Cottus deals double damage to objects and structures. His attacks ignore the Damage Threshold of non-artefact fortifications, objects and vehicles.
Titanic Damage Threshold. After resistances are applied, an attack or effect that would deal 25 damage or less to Cottus deals no damage instead. Artefact weapons and divine effects ignore this trait.
Unshakable Gatekeeper. Cottus cannot be moved against his will, knocked Prone or physically restrained except by another Gargantuan creature, an artefact, a divine effect or one of the Chains of First Imprisonment.
Warden’s Interdiction. A creature within 240 feet of Cottus that attempts to teleport, enter another plane or become Ethereal must make a DC 30 Charisma saving throw.
On a failed save, the effect is expended without transporting the creature. A creature Grappled or Restrained by Cottus automatically fails this saving throw.
Titanomachy Unbound (1/Year; Mythic Trait). When Cottus is reduced to 0 Hit Points, he does not immediately die. Instead, he:
- ends every condition and magical effect affecting him;
- regains 900 Hit Points;
- recharges Mountainfall Barrage;
- regains all expended uses of Legendary Resistance;
- increases his Legendary Action uses from three to five;
- increases the reach of his Handstorm attacks to 60 feet;
- gains access to his Mythic Actions.
Each other creature within 90 feet must make a DC 39 Strength saving throw. On a failed save, a creature takes 66 (12d10) Thunder damage, is pushed 90 feet and falls Prone. On a successful save, it takes half damage and is pushed 30 feet.
If this trait activates within Tartarus, Prison Collapse immediately begins.
Actions
Hundred-Handed Assault. Cottus makes five Handstorm attacks. He can replace one Handstorm with Crush Captives, Fling Captives or Reinforce the Gate.
Crushing Handstorm. Melee Attack Roll: +31, reach 40 ft. Hit: 53 (6d10 + 20) Bludgeoning damage.
A Gargantuan or smaller target must make a DC 39 Strength saving throw. On a failed save, Cottus chooses one effect:
- The target is pushed or pulled up to 60 feet.
- The target falls Prone.
- The target becomes Grappled with an escape DC of 39.
- A target already Grappled by Cottus becomes Restrained.
Sweeping Handstorm. Cottus sweeps a mass of arms through a 20-foot Cube within 40 feet.
Each creature in the area makes a DC 39 Dexterity saving throw. On a failed save, a creature takes 47 (6d8 + 20) Bludgeoning damage, is pushed up to 40 feet and falls Prone. On a successful save, it takes half damage.
Crush Captives. Cottus chooses up to five creatures he is Grappling. Each target takes 64 (8d10 + 20) Bludgeoning damage.
A creature reduced to 0 Hit Points by this damage is held unconscious rather than killed unless Cottus chooses otherwise.
Fling Captives. Cottus throws up to five Large or smaller creatures, three Huge creatures or one Gargantuan creature he is Grappling to spaces within 200 feet.
Each thrown creature takes 62 (12d6 + 20) Bludgeoning damage and falls Prone. A creature struck by a thrown target must make a DC 39 Dexterity saving throw or take the same damage and fall Prone.
Mountainfall Barrage (Recharge 5–6). Cottus selects up to six points he can see within 1,000 feet. A mountain fragment strikes a 30-foot-radius, 100-foot-high Cylinder centred on each point.
Each creature in one or more areas makes a DC 39 Dexterity saving throw. On a failed save, it takes 110 (20d10) Bludgeoning damage, falls Prone and becomes Buried. On a successful save, it takes half damage and is not Buried.
A Buried creature is Restrained, has Total Cover, cannot breathe unless it requires no air and takes 22 (4d10) Bludgeoning damage at the start of each of its turns.
The creature or an adjacent ally can use an action to make a DC 31 Strength or Dexterity check, freeing the creature on a success.
Reinforce the Gate. Cottus targets one gate, wall, chain or seal within 120 feet. It regains 150 Hit Points, ends one magical effect weakening it and gains Resistance to all damage until the beginning of Cottus’s next turn.
Seal or Shatter Threshold (1/Day). Cottus touches a gate, portal, planar breach or magical barrier within his reach.
Seal: The passage closes for twenty-four hours. Teleportation and planar travel through it fail unless produced by an artefact or divine effect.
Shatter: Cottus makes a Strength check with a +31 bonus. A non-artefact barrier is destroyed automatically. An artefact or divine barrier normally has a DC between 30 and 40.
Bonus Actions
Rearrange the Battlefield. Cottus moves each creature he is Grappling to another unoccupied space within his reach. This does not end the Grappled condition.
Reactions
Arrest the Escaping. When a creature within 60 feet willingly moves, teleports, begins planar travel or damages a prison seal, Cottus moves up to half his Speed and makes one Crushing Handstorm attack against it.
On a hit, the triggering movement ends. A teleportation or planar-travel effect also fails.
Intercepting Hands. When Cottus or a creature, gate, chain or object within 40 feet takes damage, Cottus reduces that damage by 70.
Catch the Falling Mountain. When a Gargantuan creature, siege projectile, collapsing structure or similarly immense object enters a space within 60 feet, Cottus makes a DC 30 Strength check. On a success, he stops, catches or redirects it.
Legendary Actions
Cottus has three Legendary Action uses. He regains all expended uses at the start of his turn. During the first round of combat and after Titanomachy Unbound activates, he has five uses instead.
Relentless Advance. Cottus moves up to half his Speed without provoking Opportunity Attacks.
Handstorm. Cottus makes one Handstorm attack.
Fling Captive. Cottus uses Fling Captives against one creature.
Reinforce the Prison — Costs 2 Uses. Cottus uses Reinforce the Gate.
Earthshaking Pummel — Costs 3 Uses. Each other creature on the same surface within 60 feet makes a DC 39 Dexterity saving throw. On a failed save, it takes 75 (10d10 + 20) Bludgeoning damage, is pushed 30 feet and falls Prone. On a successful save, it takes half damage.
Mythic Actions
Bury the Defiant — Costs 2 Uses. Cottus creates one Mountainfall Barrage impact area.
No Passage — Costs 2 Uses. Until the end of Cottus’s next turn, Warden’s Interdiction automatically defeats non-artefact teleportation and planar travel within its area.
Unanswerable Advance — Costs 3 Uses. Cottus moves up to his Speed and can pass through the spaces of Gargantuan or smaller creatures.
Each creature whose space he enters makes a DC 39 Strength saving throw. On a failed save, it takes 65 (10d8 + 20) Bludgeoning damage, is pushed 60 feet and falls Prone. On a successful save, it takes half damage and is pushed 20 feet.
Pathfinder First Edition Mechanics

Cottus CR 35/MR 10
XP Custom epic award
LN Gargantuan Outsider (Extraplanar, Mythic, Titan)
Init +18; Senses All-Around Vision, Darkvision 120 ft., True Seeing; Perception +63
Aura Warden’s Interdiction, 240 ft.
Defence
AC 64, Touch 22, Flat-Footed 60
(–4 size, +4 Dex, +42 natural, +12 deflection)
HP 1,080 (40d10 + 760, plus 100 mythic hit points)
Fort +49, Ref +34, Will +40
Defensive Abilities Block Attacks, Divine Resistance +8, Fiftyfold Awareness, Fortification 50%, Mythic Saving Throws, Unstoppable
DR 25/Epic
Immune Ageing, Disease, Electricity, Poison and Sonic
Resist Acid 30, Cold 30, Fire 30, Negative Energy 30 and Positive Energy 30
SR 46
Regeneration 30 (artefact weapons or divine effects)
Offence
Speed 80 ft., Climb 80 ft.
Space 30 ft.; Reach 40 ft.
Melee Handstorm +61 (8d8 + 36/19–20 plus Grab)
Ranged Mountain Stone +61 (8d10 + 24)
Special Attacks Crush Captives, Fling, Furious Interception, Hundred-Handed Assault, Mountain Burial, Mythic Power 23/day, Surge +1d12, Warden’s Grasp
Spell-Like Abilities
Caster Level 35th; Concentration +46
Constant: Freedom of Movement, True Seeing
At Will: Greater Dispel Magic, Stone Shape, Telekinesis, Wall of Stone
3/Day: Dimensional Lock, Earthquake, Reverse Gravity
1/Day: Binding, Gate for planar travel only
Statistics
Str 58, Dex 18, Con 48, Int 24, Wis 30, Cha 32
Base Atk +40; CMB +68 (+72 Grapple); CMD 94 (98 against Grapple; cannot be tripped)
Feats Awesome Blow, Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Grapple, Greater Vital Strike, Improved Bull Rush, Improved Critical (Handstorm), Improved Grapple, Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Point-Blank Shot, Power Attack, Snatch, Stand Still, Throw Anything, Vital Strike, Weapon Focus (Handstorm)
Mythic Feats Combat Reflexes, Improved Grapple, Improved Sunder, Power Attack, Vital Strike
Skills Climb +67, Diplomacy +54, Intimidate +54, Knowledge (History) +50, Knowledge (Planes) +50, Knowledge (Religion) +50, Perception +63, Sense Motive +53, Spellcraft +50, Survival +53
Languages Greek, Primordial and Titan Speech; Telepathy 300 ft.
Special Abilities
Amazing Initiative (Ex). Cottus gains a +10 bonus on Initiative checks. By expending one use of Mythic Power, he can take one additional standard action during his turn. This action cannot be used to cast a spell.
Block Attacks (Ex). Once per round, when Cottus is hit by an attack, he can make a Handstorm attack roll. If the result exceeds the triggering attack roll, the attack misses.
Divine Resistance (Su). Cottus gains a +8 resistance bonus on saving throws. This is included in his statistics.
Fiftyfold Awareness (Ex). Cottus cannot be flanked or surprised. He retains his Dexterity bonus to AC while flat-footed and can make attacks of opportunity while flat-footed.
Hundred Hands (Ex). Cottus can maintain twenty simultaneous Grapples without penalties to his attacks, AC or movement. He can make ten attacks of opportunity each round.
Hundred-Handed Assault (Ex). As a full-round action, Cottus makes five Handstorm attacks.
A Handstorm can target one creature or sweep a 20-foot square within reach. Creatures in a swept area make a DC 54 Reflex save. On a failed save, a creature takes 4d8 + 24 Bludgeoning damage and falls prone. On a success, it takes half damage.
Crush Captives (Ex). As a standard action, Cottus deals 8d8 + 36 Bludgeoning damage to as many as five creatures he is Grappling.
Fling (Ex). Cottus throws a Grappled creature up to 300 feet. The creature takes 20d6 Bludgeoning damage and falls prone. A creature struck by it must succeed on a DC 54 Reflex save or take the same damage and fall prone.
Furious Interception (Ex). Cottus can make an attack of opportunity against a creature that damages a gate, chain, seal or creature under his protection, regardless of the distance between them, provided the creature is within 240 feet. Before making the attack, Cottus moves up to his Speed without provoking attacks of opportunity.
Mountain Burial (Ex). Once every 1d4 rounds, Cottus selects six points within 1,000 feet. Each creates a 30-foot-radius impact area.
Creatures in an area take 30d6 Bludgeoning damage and fall prone. A successful DC 49 Reflex save halves the damage. A creature that fails becomes pinned beneath rubble and can escape with a DC 49 Strength, Escape Artist or Combat Manoeuvre check.
Mythic Mountain Burial (Su). Cottus can expend two uses of Mythic Power to deal maximum damage with Mountain Burial, ignore Evasion, suppress teleportation in the affected areas for 1 round and destroy non-artefact structures.
Mythic Saving Throws (Ex). When Cottus succeeds on a saving throw against a non-mythic effect, he suffers no partial effect.
Protect the Prison (Ex). As an immediate action, Cottus can expend one use of Mythic Power to reduce damage dealt to himself or a gate, chain, seal or protected creature within 40 feet by 120.
Titanic Throw (Ex). Cottus uses Strength instead of Dexterity for ranged attacks made with Mountain Stones.
Titanomachy Resurgence (Su; 1/Year). When reduced below 0 Hit Points, Cottus can expend three uses of Mythic Power as an immediate action.
He regains 650 Hit Points, ends all harmful conditions, restores his Mythic Power, immediately uses Mountain Burial and gains Dual Initiative for the remainder of the encounter.
Cottus does not gain the standard mythic Immortal ability. Titanomachy Resurgence replaces it.
Unstoppable (Ex). Cottus can expend one use of Mythic Power as a free action to end one condition affecting him.
Warden’s Grasp (Su). A creature Grappled by Cottus cannot teleport, become Ethereal, use planar travel, change shape or become incorporeal.
Warden’s Interdiction (Su). Teleportation and planar travel within 240 feet require a successful DC 46 caster-level check. Failure expends the effect without transporting the creature.
D&D 3.5e Mechanics
Cottus
Gargantuan Outsider (Extraplanar, Titan)
Hit Dice 60d8 + 1,200 (1,470 hp)
Initiative +16
Speed 80 ft., Climb 80 ft.
Armor Class 78 (–4 size, +4 Dex, +46 natural, +12 deflection, +10 insight), Touch 32, Flat-Footed 74
Base Attack/Grapple +60/+97
Attack Handstorm +84 melee (8d8 + 37/19–20)
Full Attack Five Handstorms +84 melee (8d8 + 37/19–20), or five Mountain Stones +84 ranged (8d10 + 25)
Space/Reach 30 ft./40 ft.
Special Attacks Crush Captives, Fling, Furious Interception, Hundred-Handed Assault, Improved Grab, Mountain Burial, Spell-Like Abilities, Warden’s Grasp
Special Qualities All-Around Vision, Damage Reduction 30/Epic, Divine Resistance +10, Fiftyfold Awareness, Immunity to Electricity, Poison and Sonic Damage, Regeneration 40, Resistance to Acid 30, Cold 30 and Fire 30, Spell Resistance 67, Warden’s Interdiction
Saves Fort +62, Ref +46, Will +52
Abilities Str 60, Dex 18, Con 50, Int 24, Wis 30, Cha 32
Skills Climb +96, Concentration +83, Diplomacy +74, Intimidate +74, Knowledge (History) +70, Knowledge (Planes) +70, Knowledge (Religion) +70, Listen +81, Search +78, Sense Motive +73, Spellcraft +70, Spot +81, Survival +73
Feats Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (Handstorm), Improved Critical (Mountain Stone), Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Power Attack, Snatch, Stand Still, Throw Anything, Weapon Focus (Handstorm), Weapon Focus (Mountain Stone), Epic Weapon Focus (Handstorm), Epic Weapon Focus (Mountain Stone), Superior Initiative
Environment Tartarus within Othrys
Organisation Unique
Challenge Rating 55
Treasure None
Alignment Lawful Neutral
Advancement Unique
Combat
All-Around Vision (Ex). Cottus cannot be flanked and gains a +8 racial bonus on Listen, Search and Spot checks.
Divine Resistance (Su). Cottus gains a +10 resistance bonus on saving throws. This is included in his statistics.
Fiftyfold Awareness (Ex). Cottus cannot be surprised. He retains his Dexterity bonus to AC while flat-footed and can make attacks of opportunity while flat-footed.
Hundred Hands (Ex). Cottus can maintain twenty simultaneous Grapples without penalties and can make twenty attacks of opportunity each round.
Hundred-Handed Assault (Ex). As a full-round action, Cottus makes five Handstorm attacks.
A Handstorm can target one creature or sweep a 20-foot square. Creatures in a swept area make a DC 65 Reflex save. On a failed save, they take 4d8 + 25 Bludgeoning damage and fall prone. On a successful save, they take half damage.
Improved Grab (Ex). When Cottus hits a Gargantuan or smaller creature with a Handstorm, he can begin a Grapple as a free action.
Crush Captives (Ex). As a standard action, Cottus deals 8d8 + 37 Bludgeoning damage to as many as five creatures he is Grappling.
Fling (Ex). Cottus throws a Grappled creature up to 300 feet. The creature takes 20d6 Bludgeoning damage and falls prone. A creature struck by it must succeed on a DC 65 Reflex save or take the same damage and fall prone.
Furious Interception (Ex). Cottus can make an attack of opportunity against a creature within 300 feet that damages a prison seal, gate, chain or protected creature. He moves up to his Speed before making the attack.
Mountain Burial (Ex). Once every 1d4 rounds, Cottus bombards six 30-foot-radius areas within 1,500 feet.
Creatures in an affected area take 40d6 Bludgeoning damage. A successful DC 60 Reflex save halves the damage. A creature that fails becomes pinned beneath stone and takes 6d6 Bludgeoning damage each round until it succeeds on a DC 60 Strength or Escape Artist check.
Regeneration (Ex). Damage from artefact weapons or divine effects is lethal and suppresses Cottus’s Regeneration for 1 round. All other damage is converted to nonlethal damage.
Spell-Like Abilities. Caster Level 50th; save DC 21 + spell level.
At Will: Greater Dispel Magic, Stone Shape, Telekinesis, Wall of Stone
3/Day: Dimensional Lock, Earthquake, Reverse Gravity
1/Day: Binding, Gate for planar travel only
Titanic Throw (Ex). Cottus uses Strength instead of Dexterity for ranged attacks made with Mountain Stones.
Titanomachy Resurgence (Su; 1/Year). The first time Cottus is reduced to –10 Hit Points, he returns to 750 Hit Points, ends all conditions affecting him, recharges Mountain Burial and uses it as a free action.
Warden’s Grasp (Su). A creature Grappled by Cottus cannot teleport, become Ethereal, use planar travel, change shape or become incorporeal.
Warden’s Interdiction (Su). Teleportation and planar travel within 300 feet require a successful DC 60 caster-level check.
Cottus in Play
Cottus begins by securing the prison rather than pursuing personal revenge. He attacks creatures controlling portals, carrying prisoners or damaging seals before turning upon less immediate threats.
He honours surrender when the surrendering creature stops resisting, relinquishes control over any gate or prisoner, identifies itself truthfully and accepts temporary restraint.
Defeating Cottus weakens the most heavily contested gates of Tartarus. His death creates an immediate struggle over who inherits his office and who becomes responsible for the prisoners he held.
Gyges — Keeper of the Deep Chains

Gyges guards the oldest sentences, forgotten prisoners and judgements whose wording has been erased or altered.
His fifty voices speak slowly, often completing separate parts of the same argument. He remembers names removed from divine records and recognises when testimony, memory or identity has been changed.
Gyges is the most willing of the brothers to hear new evidence. Once he confirms that a prisoner remains dangerous and properly condemned, he becomes almost impossible to deceive or distract.
| Creature Family | Unique divine titan |
|---|---|
| Primary Plane | Carceri |
| Primary Region | The deepest archives and prison-domains of Tartarus |
| Primary Office | Keeper of true names, original sentences and ancient chains |
| Disposition | Lawful neutral |
| Preferred Resolution | Establish identity, recover the original record and enforce the valid judgement |
D&D 5E 2024 Mechanics
Gyges
Gargantuan Giant (Titan), Lawful Neutral
Armor Class 28
Initiative +15 (25)
Hit Points 1,045 (38d20 + 646)
Speed 70 ft., Climb 70 ft.
| Ability | Score | Modifier | Save |
|---|---|---|---|
| Strength | 46 | +18 | +29 |
| Dexterity | 18 | +4 | +15 |
| Constitution | 44 | +17 | +28 |
| Intelligence | 28 | +9 | +20 |
| Wisdom | 38 | +14 | +25 |
| Charisma | 34 | +12 | +23 |
Skills Athletics +40, History +31, Insight +36, Investigation +31, Perception +36, Religion +31
Damage Resistances Acid, Cold, Fire, Necrotic and Radiant; Bludgeoning, Piercing and Slashing damage from attacks not made with artefact weapons
Damage Immunities Lightning, Poison and Thunder
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned and Prone
Senses Truesight 360 ft.; Passive Perception 46
Languages Greek, Primordial, Titan Speech and every language spoken by a creature currently held within his prison-domain; Telepathy 360 ft.
Challenge 38 Mythic; custom epic encounter
Proficiency Bonus +11
Traits
Divine Titan. Gyges requires no air, food, drink or sleep. He cannot be aged magically, and his attacks are magical.
Fiftyfold Awareness. Gyges cannot be surprised. He has Advantage on Intelligence, Wisdom and Charisma saving throws. Being unseen does not grant Advantage on attacks against him.
Hundred Hands. Gyges can simultaneously grapple up to twenty Large or smaller creatures, ten Huge creatures or two Gargantuan creatures.
Gyges can take three Reactions during each round, but no more than one during the same turn.
Fifty Witnesses. Gyges knows when a creature he can perceive deliberately speaks a falsehood. This does not reveal the truth and does not identify an honestly mistaken statement as a lie.
Keeper of True Identity. A creature Grappled or Restrained by Gyges cannot:
- change shape;
- become incorporeal;
- alter its apparent identity through illusion;
- erase or suppress its true name;
- modify or remove its own memories.
Legendary Resistance (6/Day). If Gyges fails a saving throw, he can choose to succeed instead.
Magic Resistance. Gyges has Advantage on saving throws against spells and magical effects.
Siege Titan. Gyges deals double damage to objects and structures. His attacks ignore the Damage Threshold of non-artefact objects and fortifications.
Titanic Damage Threshold. After resistances are applied, an attack or effect that would deal 25 damage or less to Gyges deals no damage. Artefact weapons and divine effects ignore this trait.
Unshakable Colossus. Gyges cannot be moved against his will, knocked Prone or physically restrained except by another Gargantuan creature, an artefact, a divine effect or one of the Chains of First Imprisonment.
Warden’s Interdiction. A creature within 360 feet of Gyges that attempts to teleport, enter another plane, become Ethereal or become incorporeal must make a DC 33 Wisdom saving throw.
On a failed save, the effect is expended without transporting or transforming the creature. A creature Grappled or Restrained by Gyges automatically fails.
Titanomachy Unbound (1/Year; Mythic Trait). When Gyges is reduced to 0 Hit Points, he:
- ends every condition and magical effect affecting him;
- regains 850 Hit Points;
- recharges Mountainfall Barrage and Chains of the Original Sentence;
- regains all uses of Legendary Resistance;
- increases his Legendary Action uses from three to five;
- gains access to his Mythic Actions.
Each enemy within 120 feet must make a DC 33 Wisdom saving throw. On a failed save, the creature is Restrained by spectral chains until the end of its next turn and cannot speak a deliberate falsehood for 1 minute. A creature repeats the save at the end of each of its turns.
If this trait activates within Tartarus, Prison Collapse immediately begins.
Actions
Hundred-Handed Assault. Gyges makes five Handstorm attacks. He can replace one Handstorm with Crush Captives, Chain the Named or Restore the Record.
Crushing Handstorm. Melee Attack Roll: +29, reach 40 ft. Hit: 51 (6d10 + 18) Bludgeoning damage.
A Gargantuan or smaller target must make a DC 37 Strength saving throw. On a failed save, Gyges pushes or pulls it up to 50 feet, knocks it Prone, Grapples it or Restrains it if it is already Grappled.
Sweeping Handstorm. Each creature in a 20-foot Cube within 40 feet makes a DC 37 Dexterity saving throw.
On a failed save, a creature takes 45 (6d8 + 18) Bludgeoning damage, is pushed up to 30 feet and falls Prone. On a successful save, it takes half damage.
Crush Captives. Gyges chooses up to four creatures he is Grappling. Each takes 62 (8d10 + 18) Bludgeoning damage.
Chain the Named. Gyges targets up to three creatures he can see within 180 feet. Each target makes a DC 33 Wisdom saving throw.
On a failed save, spectral chains reveal the target’s true identity and impose the Restrained condition for 1 minute. While Restrained, the creature cannot teleport, change shape, become invisible, become incorporeal or benefit from an illusion disguising its identity.
A target repeats the saving throw at the end of each of its turns.
Mountainfall Barrage (Recharge 5–6). Gyges selects up to six points within 1,000 feet. Each point becomes a 30-foot-radius impact area.
Each creature in an area makes a DC 37 Dexterity saving throw. On a failed save, it takes 99 (18d10) Bludgeoning damage, falls Prone and becomes Buried. On a successful save, it takes half damage.
A Buried creature is Restrained, has Total Cover and takes 22 (4d10) Bludgeoning damage at the start of each of its turns. A DC 30 Strength or Dexterity check frees it.
Restore the Record. Gyges ends one effect within 180 feet that:
- alters or erases a memory;
- changes a creature’s identity or form;
- conceals a true name;
- falsifies a magical record;
- changes the wording of a magical oath or judgement.
An artefact or divine effect resists with a DC 33 ability check using its creator’s spellcasting ability.
Chains of the Original Sentence (Recharge 6). Gyges chooses one creature within 240 feet whose identity he knows.
The target makes a DC 33 Charisma saving throw. On a failed save, it is Restrained for 1 minute, loses Resistance and Immunity to Bludgeoning damage and cannot use Legendary Resistance.
The target repeats the save at the end of each of its turns. If the target is held under a valid sentence recognised by Tartarus, it has Disadvantage on these saving throws.
Bonus Actions
Rearrange the Prisoners. Gyges moves each creature he is Grappling to another space within his reach without ending the Grappled condition.
Reactions
Deny Escape. When a creature within 120 feet moves willingly, teleports, changes shape or begins planar travel, Gyges makes one Crushing Handstorm attack or uses Chain the Named against it.
Restore the Witness. When a creature within 180 feet has its memory, identity, name or testimony magically altered, Gyges ends the effect.
Intercepting Hands. When Gyges or a creature, record, seal or object within 40 feet takes damage, Gyges reduces that damage by 60.
Legendary Actions
Gyges has three Legendary Action uses, increasing to five after Titanomachy Unbound.
Measured Advance. Gyges moves up to half his Speed without provoking Opportunity Attacks.
Handstorm. Gyges makes one Handstorm attack.
Read the Prisoner. Gyges learns the true name, creature type, current form and active magical disguises of one creature he can perceive.
Chain the Named — Costs 2 Uses. Gyges uses Chain the Named against one creature.
Close the Record — Costs 3 Uses. Until the end of Gyges’s next turn, creatures within 180 feet cannot teleport, change shape, become invisible or alter memories.
Mythic Actions
Chains Without End — Costs 2 Uses. Gyges creates a 30-foot-radius area of spectral chains within 240 feet. Creatures entering or beginning their turn there make a DC 33 Wisdom saving throw or become Restrained until the end of their next turn.
Fiftyfold Judgement — Costs 2 Uses. Each enemy within 180 feet makes a DC 33 Wisdom saving throw. On a failed save, it cannot take Reactions, has its Speed halved and cannot knowingly speak a lie until the end of its next turn.
Restore the First Record — Costs 3 Uses. Gyges ends every non-artefact illusion, transformation and memory-altering effect within 180 feet.
Pathfinder First Edition Mechanics

Gyges CR 35/MR 10
XP Custom epic award
LN Gargantuan Outsider (Extraplanar, Mythic, Titan)
Init +18; Senses All-Around Vision, Discern Lies, Darkvision 120 ft., True Seeing; Perception +67
Aura Warden’s Interdiction, 360 ft.
Defence
AC 62, Touch 22, Flat-Footed 58
(–4 size, +4 Dex, +40 natural, +12 deflection)
HP 1,000 (40d10 + 680, plus 100 mythic hit points)
Fort +47, Ref +34, Will +44
Defensive Abilities Block Attacks, Divine Resistance +8, Fiftyfold Awareness, Fortification 50%, Mythic Saving Throws, Second Save, Unstoppable
DR 25/Epic
Immune Ageing, Disease, Electricity, Poison and Sonic
Resist Acid 30, Cold 30, Fire 30, Negative Energy 30 and Positive Energy 30
SR 46
Regeneration 30 (artefact weapons or divine effects)
Offence
Speed 70 ft., Climb 70 ft.
Space 30 ft.; Reach 40 ft.
Melee Handstorm +59 (8d8 + 33/19–20 plus Grab)
Ranged Mountain Stone +59 (8d10 + 22)
Special Attacks Chain the Named, Crush Captives, Hundred-Handed Assault, Mountain Burial, Mythic Power 23/day, Surge +1d12, True-Name Chains, Warden’s Grasp
Spell-Like Abilities
Caster Level 35th; Concentration +47
Constant: Discern Lies, Freedom of Movement, True Seeing
At Will: Break Enchantment, Greater Dispel Magic, Legend Lore, Stone Shape, Zone of Truth
3/Day: Dimensional Lock, Greater Scrying, Mind Blank, Reverse Gravity
1/Day: Binding, Discern Location, Gate for planar travel only
Statistics
Str 54, Dex 18, Con 44, Int 28, Wis 38, Cha 34
Base Atk +40; CMB +66 (+70 Grapple); CMD 92 (96 against Grapple; cannot be tripped)
Feats Blind-Fight, Combat Expertise, Combat Reflexes, Greater Grapple, Greater Vital Strike, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Improved Vital Strike, Iron Will, Lightning Reflexes, Point-Blank Shot, Power Attack, Stand Still, Throw Anything, Vital Strike, Weapon Focus (Handstorm), Weapon Focus (Mountain Stone), Snatch
Mythic Feats Combat Reflexes, Improved Grapple, Iron Will, Vital Strike, Weapon Focus (Handstorm)
Skills Diplomacy +55, Intimidate +55, Knowledge (History) +52, Knowledge (Planes) +52, Knowledge (Religion) +52, Linguistics +52, Perception +67, Sense Motive +67, Spellcraft +52, Survival +57
Languages Greek, Primordial, Titan Speech and all languages spoken within his prison-domain; Telepathy 360 ft.
Special Abilities
Amazing Initiative (Ex). Gyges gains a +10 bonus on Initiative checks and can expend one use of Mythic Power to take an additional non-spell standard action.
Block Attacks (Ex). Once per round, Gyges can oppose an attack roll with a Handstorm attack roll. If his result is higher, the attack misses.
Divine Resistance (Su). Gyges gains a +8 resistance bonus on saving throws.
Fifty Witnesses (Su). Gyges knows when a creature he can perceive deliberately speaks a falsehood.
Fiftyfold Awareness (Ex). Gyges cannot be flanked or surprised and retains his Dexterity bonus while flat-footed.
Hundred Hands (Ex). Gyges can maintain twenty simultaneous Grapples and make ten attacks of opportunity each round.
Hundred-Handed Assault (Ex). As a full-round action, Gyges makes five Handstorm attacks.
A Handstorm can sweep a 20-foot square. Creatures in the area make a DC 52 Reflex save or take 4d8 + 22 Bludgeoning damage and fall prone. A successful save halves the damage.
Chain the Named (Su). Gyges targets one creature within 240 feet. The target makes a DC 42 Will save. On a failure, it is pinned by spectral chains for 1 minute and cannot teleport, change shape, become incorporeal, become invisible or conceal its true name.
The target repeats the save at the end of each turn. The save is Charisma-based.
Mountain Burial (Ex). Once every 1d4 rounds, Gyges selects six points within 1,000 feet.
Creatures in each 30-foot-radius area take 30d6 Bludgeoning damage and fall prone. A successful DC 47 Reflex save halves the damage. A creature that fails becomes pinned beneath rubble.
Mythic Saving Throws (Ex). When Gyges succeeds on a save against a non-mythic effect, he suffers no partial effect.
Restore the Record (Su). Gyges can use Break Enchantment at will as an immediate action against effects that alter identity, memory, true form, testimony or a magical record.
Second Save (Ex). When Gyges fails a saving throw against a non-mythic effect, he can attempt the save again at the beginning of his next turn. A success ends the effect.
Titanic Throw (Ex). Gyges uses Strength instead of Dexterity for Mountain Stone attacks.
Titanomachy Resurgence (Su; 1/Year). When reduced below 0 Hit Points, Gyges can expend three uses of Mythic Power to regain 600 Hit Points, end harmful conditions, restore his Mythic Power and gain Dual Initiative.
Gyges does not gain the standard mythic Immortal ability. Titanomachy Resurgence replaces it.
True-Name Chains (Su). A creature Grappled by Gyges cannot change shape, become incorporeal, alter memories or conceal its identity through magic.
Unstoppable (Ex). Gyges can expend one use of Mythic Power to end one condition affecting him.
Warden’s Interdiction (Su). Teleportation, transformation into an incorporeal form and planar travel within 360 feet require a successful DC 46 caster-level check.
D&D 3.5e Mechanics
Gyges
Gargantuan Outsider (Extraplanar, Titan)
Hit Dice 60d8 + 1,080 (1,350 hp)
Initiative +17
Speed 70 ft., Climb 70 ft.
Armor Class 77 (–4 size, +5 Dex, +44 natural, +12 deflection, +10 insight), Touch 33, Flat-Footed 72
Base Attack/Grapple +60/+95
Attack Handstorm +82 melee (8d8 + 34/19–20)
Full Attack Five Handstorms +82 melee (8d8 + 34/19–20), or five Mountain Stones +82 ranged (8d10 + 23)
Space/Reach 30 ft./40 ft.
Special Attacks Chain the Named, Crush Captives, Hundred-Handed Assault, Improved Grab, Mountain Burial, Spell-Like Abilities, True-Name Chains
Special Qualities All-Around Vision, Damage Reduction 30/Epic, Divine Resistance +10, Fifty Witnesses, Fiftyfold Awareness, Immunity to Electricity, Poison and Sonic Damage, Regeneration 40, Resistance to Acid 30, Cold 30 and Fire 30, Spell Resistance 67, Warden’s Interdiction
Saves Fort +60, Ref +47, Will +56
Abilities Str 56, Dex 20, Con 46, Int 26, Wis 38, Cha 34
Skills Concentration +81, Diplomacy +75, Intimidate +75, Knowledge (History) +71, Knowledge (Planes) +71, Knowledge (Religion) +71, Listen +85, Search +79, Sense Motive +87, Spellcraft +71, Spot +85, Survival +77
Feats Blind-Fight, Combat Expertise, Combat Reflexes, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Power Attack, Snatch, Stand Still, Throw Anything, Weapon Focus (Handstorm), Weapon Focus (Mountain Stone), Epic Skill Focus (Sense Motive), Epic Weapon Focus (Handstorm), Epic Weapon Focus (Mountain Stone), Epic Will, Superior Initiative, Epic Toughness
Environment Tartarus within Othrys
Organisation Unique
Challenge Rating 55
Treasure None
Alignment Lawful Neutral
Advancement Unique
Combat
All-Around Vision (Ex). Gyges cannot be flanked and gains a +8 racial bonus on Listen, Search and Spot checks.
Divine Resistance (Su). Gyges gains a +10 resistance bonus on saving throws.
Fifty Witnesses (Su). Gyges knows when a creature he can perceive deliberately lies.
Fiftyfold Awareness (Ex). Gyges cannot be surprised and retains his Dexterity bonus to AC while flat-footed.
Hundred Hands (Ex). Gyges can maintain twenty simultaneous Grapples and make twenty attacks of opportunity each round.
Hundred-Handed Assault (Ex). As a full-round action, Gyges makes five Handstorm attacks.
A Handstorm can sweep a 20-foot square. Creatures in the area make a DC 63 Reflex save or take 4d8 + 23 Bludgeoning damage and fall prone. A successful save halves the damage.
Chain the Named (Su). One creature within 300 feet makes a DC 52 Will save. On a failure, it is pinned by spectral chains for 1 minute and cannot teleport, change shape, become incorporeal, turn invisible or conceal its true identity.
Improved Grab (Ex). Gyges can begin a Grapple as a free action after hitting a Gargantuan or smaller creature with a Handstorm.
Crush Captives (Ex). Gyges deals 8d8 + 34 Bludgeoning damage to as many as five Grappled creatures.
Mountain Burial (Ex). Once every 1d4 rounds, Gyges bombards six 30-foot-radius areas within 1,500 feet.
Creatures in an affected area take 40d6 Bludgeoning damage. A successful DC 58 Reflex save halves the damage. A creature that fails becomes pinned beneath stone.
Regeneration (Ex). Damage from artefact weapons and divine effects is lethal and suppresses Gyges’s Regeneration for 1 round.
Restore the Record (Su). Gyges can use Break Enchantment as an immediate-action spell-like ability against an effect altering identity, memory, form or testimony.
Spell-Like Abilities. Caster Level 50th; save DC 22 + spell level.
Constant: Discern Lies, Freedom of Movement, True Seeing
At Will: Break Enchantment, Greater Dispel Magic, Legend Lore, Zone of Truth
3/Day: Dimensional Lock, Greater Scrying, Mind Blank, Reverse Gravity
1/Day: Binding, Discern Location, Gate for planar travel only
Titanic Throw (Ex). Gyges uses Strength instead of Dexterity for Mountain Stone attacks.
Titanomachy Resurgence (Su; 1/Year). The first time Gyges is reduced to –10 Hit Points, he returns to 700 Hit Points, ends all conditions affecting him and gains an additional move action each round.
True-Name Chains (Su). A creature Grappled by Gyges cannot teleport, become Ethereal, become incorporeal, change shape or magically alter its memory or identity.
Warden’s Interdiction (Su). Teleportation, planar travel and incorporeal transformation within 450 feet require a successful DC 60 caster-level check.
Gyges in Play
Gyges attempts to establish who everyone is and why they have entered the prison before using lethal force. Deception, false identities and attempts to alter the record draw his immediate attention.
He can become an ally when characters possess credible evidence that a sentence was forged, extended or applied to the wrong person.
Defeating Gyges damages the prison’s memory. Names may disappear from doors, sentences may lose their wording and prisoners may become impossible to identify without releasing them.
Briareus, Called Aegaeon — The Sea-Storm Arbiter

Briareus moves more freely beyond Tartarus than his brothers. He maintains recognised obligations to Poseidon’s sea court and to Cymopoleia, his wife and a divine power of violent waves and sea storms.
He is summoned to judge disputes involving islands, maritime boundaries, divine storms and ancient territorial claims. Briareus prefers arbitration to prolonged conflict, but once judgement is delivered he enforces it with the strength once used against the Titans.
| Creature Family | Unique divine titan |
|---|---|
| Alternative Name | Aegaeon |
| Primary Planes | Carceri and Arborea |
| Associated Realm | Ossa and Poseidon’s sea court |
| Primary Offices | Sea-storm arbiter, defender of the Olympian settlement and Tartarean warden |
| Disposition | Neutral |
| Preferred Resolution | Binding arbitration backed by overwhelming force |
D&D 5E 2024 Mechanics
Briareus
Gargantuan Giant (Titan), Neutral
Armor Class 29
Initiative +16 (26)
Hit Points 1,083 (38d20 + 684)
Speed 70 ft., Climb 70 ft., Swim 140 ft.
| Ability | Score | Modifier | Save |
|---|---|---|---|
| Strength | 48 | +19 | +30 |
| Dexterity | 20 | +5 | +16 |
| Constitution | 46 | +18 | +29 |
| Intelligence | 24 | +7 | +18 |
| Wisdom | 34 | +12 | +23 |
| Charisma | 38 | +14 | +25 |
Skills Athletics +41, Diplomacy +36, History +18, Insight +34, Perception +34, Religion +18
Damage Resistances Acid, Fire, Necrotic and Radiant; Bludgeoning, Piercing and Slashing damage from attacks not made with artefact weapons
Damage Immunities Cold, Lightning, Poison and Thunder
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned and Prone
Senses Truesight 300 ft.; Oceanic Awareness 1 mile; Passive Perception 44
Languages Greek, Primordial and Titan Speech; Telepathy 300 ft.
Challenge 38 Mythic; custom epic encounter
Proficiency Bonus +11
Traits
Amphibious Divine Titan. Briareus requires no air, food, drink or sleep. He can breathe air and water, cannot be aged magically and treats his attacks as magical.
Fiftyfold Awareness. Briareus cannot be surprised. He has Advantage on Intelligence, Wisdom and Charisma saving throws and perceives in every direction.
Hundred Hands. Briareus can simultaneously grapple up to twenty Large or smaller creatures, ten Huge creatures or two Gargantuan creatures.
Briareus can take three Reactions during each round, but no more than one during the same turn.
Legendary Resistance (6/Day). If Briareus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Briareus has Advantage on saving throws against spells and magical effects.
Oceanic Awareness. Briareus perceives through natural and magical water within one mile as though using Truesight. He cannot be blinded while touching a significant body of water.
Sea and Storm Incarnate. Briareus ignores Difficult Terrain created by water, wind, storms and unsecured stone. His movement and vision are unaffected by underwater pressure, magical storms or precipitation.
Siege Titan. Briareus deals double damage to objects and structures. His attacks ignore non-artefact Damage Thresholds.
Titanic Damage Threshold. After resistances are applied, an attack or effect that would deal 25 damage or less to Briareus deals no damage. Artefact weapons and divine effects ignore this trait.
Unshakable Colossus. Briareus cannot be moved against his will, knocked Prone or physically restrained except by another Gargantuan creature, an artefact, a divine effect or one of the Chains of First Imprisonment.
Warden’s Interdiction. A creature within 240 feet of Briareus that attempts to teleport, enter another plane or become Ethereal must make a DC 33 Charisma saving throw.
Titanomachy Unbound (1/Year; Mythic Trait). When Briareus is reduced to 0 Hit Points, he:
- ends every condition and magical effect affecting him;
- regains 900 Hit Points;
- recharges Sea-Fall Barrage and Storm of Aegaeon;
- regains all uses of Legendary Resistance;
- increases his Legendary Action uses from three to five;
- gains access to his Mythic Actions.
A supernatural storm fills a one-mile radius. Each enemy within 120 feet makes a DC 33 Constitution saving throw. On a failed save, it takes 55 (10d10) Lightning damage and 55 (10d10) Thunder damage and is pushed 60 feet. On a successful save, it takes half damage.
If this trait activates within Tartarus, Prison Collapse immediately begins.
Actions
Hundred-Handed Assault. Briareus makes five Handstorm attacks. He can replace one Handstorm with Crush Captives, Fling Captives or Arbitration of the Storm.
Crushing Handstorm. Melee Attack Roll: +30, reach 40 ft. Hit: 52 (6d10 + 19) Bludgeoning, Cold, Lightning or Thunder damage.
A Gargantuan or smaller target makes a DC 38 Strength saving throw. On a failure, Briareus pushes or pulls it up to 60 feet, knocks it Prone, Grapples it or Restrains it if it is already Grappled.
Sweeping Handstorm. Each creature in a 20-foot Cube within 40 feet makes a DC 38 Dexterity saving throw.
On a failed save, a creature takes 46 (6d8 + 19) Bludgeoning, Cold, Lightning or Thunder damage, is pushed up to 40 feet and falls Prone. On a successful save, it takes half damage.
Crush Captives. Briareus chooses up to four creatures he is Grappling. Each takes 63 (8d10 + 19) Bludgeoning damage.
Fling Captives. Briareus throws up to four Large or smaller creatures, two Huge creatures or one Gargantuan creature to spaces within 200 feet.
Each thrown creature takes 61 (12d6 + 19) Bludgeoning damage and falls Prone. A creature struck by it makes a DC 38 Dexterity saving throw or takes the same damage.
Sea-Fall Barrage (Recharge 5–6). Briareus chooses up to six points within 1,000 feet. A column of crushing seawater or mountain stone strikes a 30-foot-radius, 100-foot-high Cylinder at each point.
Each creature in an area makes a DC 38 Dexterity saving throw. On a failed save, it takes 99 (18d10) Bludgeoning damage, falls Prone and becomes Buried or Submerged. On a successful save, it takes half damage.
A Submerged creature is Restrained, has Total Cover and begins suffocating unless it can breathe water. A DC 30 Strength or Dexterity check frees it.
Briareus can leave each area flooded to a depth of up to 30 feet for one hour.
Arbitration of the Storm. Briareus addresses up to three creatures within 180 feet that can hear him. Each makes a DC 33 Charisma saving throw.
On a failed save, the creature cannot attack another named participant in the dispute until the end of Briareus’s next turn. The effect ends immediately if the protected creature attacks it.
Storm of Aegaeon (Recharge 6). Briareus releases wind, lightning and crushing water in a 180-foot Cone.
Each creature in the area makes a DC 33 Constitution saving throw. On a failed save, it takes 44 (8d10) Cold damage, 44 (8d10) Lightning damage and 44 (8d10) Thunder damage and is pushed 90 feet. On a success, it takes half damage and is pushed 30 feet.
Call the Aegaean Storm (1/Day). Briareus creates a supernatural storm extending three miles around him for one hour.
He controls its wind, rain, waves, lightning and waterspouts and can exempt chosen creatures, vessels and structures.
Bonus Actions
Ride the Wave. Briareus moves up to half his Speed without provoking Opportunity Attacks. During this movement he can move through occupied spaces and across water, air or unsecured stone.
Reactions
Arrest the Escaping. When a creature within 60 feet willingly moves, teleports or begins planar travel, Briareus moves up to half his Speed and makes one Crushing Handstorm attack against it.
Intercepting Hands. When Briareus or a creature, vessel, gate or structure within 40 feet takes damage, Briareus reduces that damage by 60.
Turn the Storm. When Briareus or a creature within 120 feet takes Acid, Cold, Fire, Lightning or Thunder damage, Briareus grants Resistance to that instance of damage and redirects half the prevented damage to another target within 120 feet.
Legendary Actions
Briareus has three Legendary Action uses, increasing to five after Titanomachy Unbound.
Storm-Borne Movement. Briareus moves up to half his Speed.
Handstorm. Briareus makes one Handstorm attack.
Fling Captive. Briareus uses Fling Captives against one target.
Crushing Wave — Costs 2 Uses. Each creature in a 30-foot Line within 120 feet makes a DC 38 Strength saving throw or takes 55 (8d8 + 19) Bludgeoning damage and is pushed 60 feet.
Thunder of Judgement — Costs 3 Uses. Each enemy within 90 feet makes a DC 33 Constitution saving throw. On a failed save, it takes 66 (12d10) Thunder damage and cannot take Reactions until the end of its next turn.
Mythic Actions
Sea-Fall — Costs 2 Uses. Briareus creates one Sea-Fall Barrage impact area.
Divide the Waters — Costs 2 Uses. Briareus moves or removes a body of water occupying up to a 120-foot Cube. Creatures caught in the movement make a DC 38 Strength saving throw or are carried with it.
Judgement of Aegaeon — Costs 3 Uses. Briareus names a boundary, settlement, vessel, gate or creature whose custody is disputed.
Until the end of his next turn, enemies within 180 feet cannot willingly cross the declared boundary or attack the named subject unless they succeed on a DC 33 Charisma saving throw.
Pathfinder First Edition Mechanics
Briareus CR 35/MR 10
XP Custom epic award
N Gargantuan Outsider (Aquatic, Extraplanar, Mythic, Titan)
Init +19; Senses All-Around Vision, Darkvision 120 ft., Oceanic Awareness, True Seeing; Perception +65
Aura Warden’s Interdiction, 240 ft.
Defence
AC 64, Touch 23, Flat-Footed 59
(–4 size, +5 Dex, +41 natural, +12 deflection)
HP 1,040 (40d10 + 720, plus 100 mythic hit points)
Fort +48, Ref +35, Will +42
Defensive Abilities Block Attacks, Divine Resistance +8, Fiftyfold Awareness, Fortification 50%, Mythic Saving Throws, Unstoppable
DR 25/Epic
Immune Ageing, Cold, Disease, Electricity, Poison and Sonic
Resist Acid 30, Fire 30, Negative Energy 30 and Positive Energy 30
SR 46
Regeneration 30 (artefact weapons or divine effects)
Offence
Speed 70 ft., Climb 70 ft., Swim 140 ft.
Space 30 ft.; Reach 40 ft.
Melee Handstorm +60 (8d8 + 34/19–20 plus Grab)
Ranged Mountain Stone +60 (8d10 + 23)
Special Attacks Arbitration of the Storm, Crush Captives, Hundred-Handed Assault, Mythic Power 23/day, Sea-Fall Barrage, Storm of Aegaeon, Surge +1d12
Spell-Like Abilities
Caster Level 35th; Concentration +49
Constant: Freedom of Movement, True Seeing, Water Breathing
At Will: Control Water, Greater Dispel Magic, Hydraulic Torrent, Telekinesis, Wall of Stone
3/Day: Control Winds, Dimensional Lock, Earthquake, Tsunami
1/Day: Binding, Control Weather, Gate for planar travel only, Storm of Vengeance
Statistics
Str 56, Dex 20, Con 46, Int 24, Wis 34, Cha 38
Base Atk +40; CMB +67 (+71 Grapple); CMD 94 (98 against Grapple; cannot be tripped)
Feats Awesome Blow, Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Grapple, Greater Vital Strike, Improved Bull Rush, Improved Critical (Handstorm), Improved Grapple, Improved Initiative, Improved Overrun, Improved Vital Strike, Iron Will, Point-Blank Shot, Power Attack, Snatch, Stand Still, Throw Anything, Vital Strike, Weapon Focus (Handstorm)
Mythic Feats Combat Reflexes, Improved Grapple, Power Attack, Vital Strike, Weapon Focus (Handstorm)
Skills Climb +66, Diplomacy +57, Intimidate +57, Knowledge (History) +50, Knowledge (Planes) +50, Knowledge (Religion) +50, Perception +65, Sense Motive +55, Spellcraft +50, Survival +55, Swim +74
Languages Greek, Primordial and Titan Speech; Telepathy 300 ft.
Special Abilities
Amazing Initiative (Ex). Briareus gains a +10 bonus on Initiative checks and can expend one use of Mythic Power to take an additional non-spell standard action.
Block Attacks (Ex). Once per round, Briareus can oppose an attack with a Handstorm attack roll. If his result is higher, the attack misses.
Divine Resistance (Su). Briareus gains a +8 resistance bonus on saving throws.
Fiftyfold Awareness (Ex). Briareus cannot be flanked or surprised and retains his Dexterity bonus while flat-footed.
Hundred Hands (Ex). Briareus can maintain twenty simultaneous Grapples and make ten attacks of opportunity each round.
Hundred-Handed Assault (Ex). As a full-round action, Briareus makes five Handstorm attacks.
A Handstorm can sweep a 20-foot square. Creatures in the area make a DC 53 Reflex save or take 4d8 + 23 Bludgeoning damage and fall prone. A successful save halves the damage.
Arbitration of the Storm (Su). As a standard action, Briareus targets up to three creatures within 180 feet. Each makes a DC 44 Will save.
On a failed save, the creature cannot attack another participant named by Briareus for 1 round unless that participant attacks it first.
Oceanic Awareness (Su). Briareus perceives through water within one mile as though using True Seeing.
Sea-Fall Barrage (Ex or Su). Once every 1d4 rounds, Briareus selects six points within 1,000 feet. Each point creates a 30-foot-radius impact area of mountain stone or crushing seawater.
Creatures take 30d6 Bludgeoning damage and fall prone. A successful DC 48 Reflex save halves the damage. A creature that fails becomes pinned. Water versions leave the area flooded to a depth of up to 30 feet.
Storm of Aegaeon (Su). Briareus can expend two uses of Mythic Power to create a 180-foot Cone dealing 15d6 Cold, 15d6 Electricity and 15d6 Sonic damage. A successful DC 44 Reflex save halves the damage.
Mythic Saving Throws (Ex). When Briareus succeeds on a save against a non-mythic effect, he suffers no partial effect.
Titanic Throw (Ex). Briareus uses Strength instead of Dexterity for Mountain Stone attacks.
Titanomachy Resurgence (Su; 1/Year). When reduced below 0 Hit Points, Briareus can expend three uses of Mythic Power to regain 650 Hit Points, end harmful conditions, restore his Mythic Power, use Sea-Fall Barrage and gain Dual Initiative.
Briareus does not gain the standard mythic Immortal ability. Titanomachy Resurgence replaces it.
Unstoppable (Ex). Briareus can expend one use of Mythic Power to end one condition affecting him.
Warden’s Grasp (Su). A creature Grappled by Briareus cannot teleport, become Ethereal, use planar travel or change shape.
Warden’s Interdiction (Su). Teleportation and planar travel within 240 feet require a successful DC 46 caster-level check.
D&D 3.5e Mechanics
Briareus
Gargantuan Outsider (Aquatic, Extraplanar, Titan)
Hit Dice 60d8 + 1,140 (1,410 hp)
Initiative +18
Speed 70 ft., Climb 70 ft., Swim 140 ft.
Armor Class 78 (–4 size, +6 Dex, +44 natural, +12 deflection, +10 insight), Touch 34, Flat-Footed 72
Base Attack/Grapple +60/+96
Attack Handstorm +83 melee (8d8 + 36/19–20)
Full Attack Five Handstorms +83 melee (8d8 + 36/19–20), or five Mountain Stones +83 ranged (8d10 + 24)
Space/Reach 30 ft./40 ft.
Special Attacks Arbitration of the Storm, Crush Captives, Hundred-Handed Assault, Improved Grab, Sea-Fall Barrage, Spell-Like Abilities, Storm of Aegaeon
Special Qualities All-Around Vision, Damage Reduction 30/Epic, Divine Resistance +10, Fiftyfold Awareness, Immunity to Cold, Electricity, Poison and Sonic Damage, Oceanic Awareness, Regeneration 40, Resistance to Acid 30 and Fire 30, Spell Resistance 67, Warden’s Interdiction
Saves Fort +61, Ref +48, Will +54
Abilities Str 58, Dex 22, Con 48, Int 24, Wis 34, Cha 38
Skills Climb +95, Concentration +82, Diplomacy +77, Intimidate +77, Knowledge (History) +70, Knowledge (Planes) +70, Knowledge (Religion) +70, Listen +83, Search +78, Sense Motive +75, Spellcraft +70, Spot +83, Survival +75, Swim +95
Feats Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (Handstorm), Improved Critical (Mountain Stone), Improved Grapple, Improved Initiative, Improved Overrun, Power Attack, Snatch, Stand Still, Throw Anything, Weapon Focus (Handstorm), Weapon Focus (Mountain Stone), Epic Weapon Focus (Handstorm), Epic Weapon Focus (Mountain Stone), Epic Toughness, Superior Initiative
Environment Tartarus, Ossa or another divine sea realm
Organisation Unique
Challenge Rating 55
Treasure None
Alignment Neutral
Advancement Unique
Combat
All-Around Vision (Ex). Briareus cannot be flanked and gains a +8 racial bonus on Listen, Search and Spot checks.
Divine Resistance (Su). Briareus gains a +10 resistance bonus on saving throws.
Fiftyfold Awareness (Ex). Briareus cannot be surprised and retains his Dexterity bonus to AC while flat-footed.
Hundred Hands (Ex). Briareus can maintain twenty simultaneous Grapples and make twenty attacks of opportunity each round.
Hundred-Handed Assault (Ex). As a full-round action, Briareus makes five Handstorm attacks.
A Handstorm can sweep a 20-foot square. Creatures in the area make a DC 64 Reflex save or take 4d8 + 24 Bludgeoning damage and fall prone. A successful save halves the damage.
Arbitration of the Storm (Su). Briareus chooses up to three creatures within 180 feet. Each makes a DC 54 Will save.
On a failed save, the creature cannot attack another participant named by Briareus for 1 round unless attacked by that participant.
Improved Grab (Ex). Briareus can begin a Grapple as a free action after hitting a Gargantuan or smaller creature with a Handstorm.
Crush Captives (Ex). Briareus deals 8d8 + 36 Bludgeoning damage to as many as five Grappled creatures.
Oceanic Awareness (Su). Briareus perceives through water within one mile as though using True Seeing.
Sea-Fall Barrage (Ex or Su). Once every 1d4 rounds, Briareus bombards six 30-foot-radius areas within 1,500 feet with stone or crushing seawater.
Creatures take 40d6 Bludgeoning damage. A successful DC 59 Reflex save halves the damage. A creature that fails becomes pinned. Water versions leave each area flooded to a depth of 30 feet.
Storm of Aegaeon (Su). Once every 1d4 rounds, Briareus releases a 300-foot Cone of storm force.
Creatures in the area take 15d6 Cold, 15d6 Electricity and 15d6 Sonic damage. A successful DC 54 Reflex save halves the damage.
Regeneration (Ex). Damage from artefact weapons and divine effects is lethal and suppresses Briareus’s Regeneration for 1 round.
Spell-Like Abilities. Caster Level 50th; save DC 24 + spell level.
Constant: Freedom of Movement, True Seeing, Water Breathing
At Will: Control Water, Greater Dispel Magic, Telekinesis, Wall of Stone
3/Day: Control Winds, Dimensional Lock, Earthquake, Reverse Gravity
1/Day: Binding, Control Weather, Gate for planar travel only, Storm of Vengeance
Titanic Throw (Ex). Briareus uses Strength instead of Dexterity for Mountain Stone attacks.
Titanomachy Resurgence (Su; 1/Year). The first time Briareus is reduced to –10 Hit Points, he returns to 750 Hit Points, ends all conditions affecting him, recharges Sea-Fall Barrage and Storm of Aegaeon and gains an additional move action each round.
Warden’s Grasp (Su). A creature Grappled by Briareus cannot teleport, become Ethereal, use planar travel or change shape.
Warden’s Interdiction (Su). Teleportation and planar travel within 300 feet require a successful DC 60 caster-level check.
Briareus in Play
Briareus begins by declaring the dispute as he understands it and identifying what he considers to be under his protection.
He uses forced movement, flooding and storm effects to divide enemies and end battles without killing every participant. Once a judgement has been accepted, he protects all parties who comply with its terms.
Defeating Briareus threatens both Tartarus and Poseidon’s sea court. Storm boundaries may fail, disputed islands may return to war and ancient maritime enemies may test agreements Briareus personally enforced.
Tartarean Prison Actions
When Cottus or Gyges is encountered within an innermost prison-domain of Tartarus, the warden can use one Prison Action on Initiative Count 20. Briareus can use these actions while acting under his Tartarean office.
The same action cannot be used during two consecutive rounds.
Closing Chains
Living chains emerge around three points within 240 feet.
Each creature within 20 feet of one of those points makes a DC 31 Dexterity saving throw. On a failed save, it becomes Restrained. A DC 31 Strength or Dexterity check ends the condition.
Reversed Gravity
Gravity changes direction within a 60-foot Cube. Creatures and unsecured objects fall towards a surface chosen by the warden. The altered gravity remains until Initiative Count 20 of the next round.
Warden’s Command
The prison closes one portal, restores a damaged seal or moves a section of wall up to 60 feet.
A creature caught by moving architecture is moved to the nearest unoccupied space and takes 22 (4d10) Bludgeoning damage.
The Prison Remembers
Names, sentences and images appear across the walls.
Each creature within 120 feet must make a DC 31 Charisma saving throw. On a failed save, it cannot conceal its identity or speak a deliberate falsehood until Initiative Count 20 of the next round.
Prison Collapse
When a Hecatoncheir activates Titanomachy Unbound within Tartarus, place one Prison Collapse failure at the end of each round.
The characters can prevent that failure by completing one of the following:
- repairing a damaged seal;
- closing an active breach;
- returning an escaping prisoner to custody;
- presenting recognised authority accepted by the prison;
- succeeding on a relevant DC 26 Arcana, History, Religion or tool check;
- convincing the Hecatoncheir to spend an action securing the breach.
Three accumulated failures release one major prisoner or cause another catastrophic prison failure chosen by the DM.
Epic Countermeasures
The Ancient Compact
A creature carrying an authentic writ, seal or fragment of the settlement that ended the Titanomachy can use an action to invoke its authority.
The creature makes a DC 26 History, Persuasion or Religion check. On a success, choose one effect:
- suppress one use of Legendary Resistance until the end of the Hecatoncheir’s next turn;
- prevent one Mythic Action during the current round;
- force the Hecatoncheir to answer one relevant question truthfully;
- suspend Warden’s Interdiction for one named creature until the end of that creature’s next turn.
Chains of First Imprisonment
While a Hecatoncheir is touching or bound by one of these artefacts:
- its Strength is treated as 38 in D&D 5E 2024;
- its Strength-based 5E attack bonus becomes +25;
- its Strength-based 5E saving throw DC becomes 33;
- it loses Titanic Damage Threshold;
- it cannot use Legendary Resistance against an effect produced by the chain;
- its Strength is reduced by 10 in Pathfinder First Edition and D&D 3.5e;
- its Regeneration is suppressed.
Divided Custody
If two or more recognised breaches or escaping prisoners require the Hecatoncheir’s immediate attention and are at least 120 feet apart, the Hecatoncheir loses one Reaction, one Legendary Action use and the benefit of Magic Resistance.
In Pathfinder First Edition or D&D 3.5e, the Hecatoncheir loses half its available attacks of opportunity and cannot use Dual Initiative.
Recognised Appeal
A creature presenting credible evidence that a sentence, prisoner identity or custody order is false can use an action to make a DC 26 History, Investigation, Persuasion or Religion check.
On a success, the Hecatoncheir cannot willingly attack the speaker until the end of the speaker’s next turn and must provide one relevant answer.
This protection ends immediately if the speaker attacks the Hecatoncheir or assists an active escape.
Appearance and Anatomy
Each Hecatoncheir resembles a living fortress built from divine flesh, mountain stone and the memory of imprisonment.
Fifty heads rise in deliberate tiers across the shoulders and upper body. Each face belongs to the same person, yet each can watch a different gate, question a separate witness or follow an individual opponent.
One hundred arms emerge from the shoulders, back, flanks and torso. Their arrangement is ordered rather than chaotic. Some brace the titan’s body. Others carry chains, lift stones, shield gates, seize intruders or repair damaged prison walls.
Ancient restraint scars remain around many wrists. These marks were left by the bindings of Uranus and Cronus and cannot be removed through ordinary healing.
The brothers rarely carry conventional weapons. Mountains, chains, gates and captured enemies are more useful to them than swords.
Nature and Consciousness
There are exactly three true Hecatoncheires. They possess no juvenile forms, breeding population or natural settlements.
Their fifty heads share one identity. A Hecatoncheir can conduct several conversations, examine multiple witnesses, watch every direction and issue overlapping commands, but the heads do not possess separate personalities or vote against one another.
Each brother remains one legally and morally responsible person.
Tartarus and the Ancient Compact
Tartarus is the greatest sealed prison-domain within Othrys, the first layer of Carceri.
The Hecatoncheires’ authority does not come from Carceri treating them as parts of an impersonal machine. Their names, oaths and offices were written into the settlement that ended the Titanomachy.
The Tartarean seals recognise them because:
- they accepted the office willingly;
- Zeus and the victorious powers recognised their authority;
- the defeated Titans were placed under their custody;
- the brothers swore to preserve the settlement’s terms;
- the prison records those oaths.
The compact permits the brothers to prevent escape, repair seals, restrain intruders and protect witnesses. It does not permit them to alter a sentence, suppress valid evidence or invent additional punishments.
Relationships
Gaia
Gaia is their mother, first advocate and the power whose counsel eventually secured their release.
The brothers respect her authority while remembering that divine kinship did not protect them from Uranus or Cronus.
Uranus
Uranus is their father and first imprisoner.
Their restraint scars preserve the memory of his fear and rejection. None accepts a command based solely upon paternal authority.
Zeus
Zeus is their liberator, former war leader and principal partner in the ancient compact.
Their loyalty rests upon action and oath rather than unquestioning obedience.
Cronus
Cronus is their former captor and the most politically important prisoner associated with their watch.
The brothers remember his role in continuing their confinement, but they distinguish personal grievance from lawful custody. A valid appeal concerning Cronus would be heard.
Poseidon and Cymopoleia
Poseidon is Briareus’s father-in-law and one of his closest divine allies. Cymopoleia is Briareus’s wife and a divine power of violent waves and sea storms.
Their household connects Briareus to the sea-realms of Ossa and gives him obligations extending beyond Tartarus.
The Primordial Cyclopes
The Primordial Cyclopes shared imprisonment and alliance with the Hecatoncheires.
The Cyclopes armed the Olympians. The Hecatoncheires broke the Titan battle line. Their households retain mutual respect founded upon shared captivity and earned freedom.
Recognised Surrender
A Hecatoncheir ordinarily honours surrender when the surrendering creature:
- ceases resistance;
- relinquishes control over gates, prisoners and active escape effects;
- identifies itself truthfully;
- accepts temporary restraint;
- does not use surrender as cover for an escape.
Surrender ends unnecessary violence. It does not grant immediate release.
Appeals
The brothers may hear an appeal when credible evidence suggests:
- the wrong person was imprisoned;
- a prisoner’s name or identity was altered;
- testimony was suppressed;
- the original judgement was changed;
- the sentencing authority lacked jurisdiction;
- the sentence has already been completed;
- the prison enforces a punishment never authorised.
Killing a Hecatoncheir
The stat blocks represent the brother’s complete embodied form rather than a disposable avatar.
After Titanomachy Unbound or Titanomachy Resurgence has been exhausted, a Hecatoncheir can be permanently slain.
The brother does not return automatically. Restoring him requires direct divine intervention, a true resurrection or miracle of comparable power, or a deliberate reconstitution of the ancient compact.
His death causes immediate consequences:
- Tartarean seals weaken;
- the surviving brothers demand judgement;
- prisoners test their restraints;
- Zeus, Gaia or Poseidon intervenes;
- rival powers attempt to claim the vacant office;
- the killers become responsible for anything released because of the death.
Encounter Use
A Hecatoncheir appears as a location-defining power rather than an ordinary wandering encounter.
Every encounter should centre upon a prison gate, disputed sentence, escaping Titan, damaged seal, divine witness, threatened settlement, ancient compact or impending bombardment.
Audience
The party must persuade one brother to grant access to a prisoner, witness, archive or sealed region.
Prison Emergency
A Hecatoncheir holds a breach closed while the party enters the prison to repair its cause. The titan cannot leave his position without releasing something worse.
Divided Duty
Several escapes or breaches occur simultaneously. The party must accept responsibility for one front while the Hecatoncheir handles another.
Disputed Custody
Two divine powers present conflicting claims over a prisoner. The party must recover the original judgement, identify false evidence or prevent the dispute from becoming a divine war.
Mythic Confrontation
The party breaks the compact, attempts to release a properly condemned power or is manipulated into attacking a warden.
The battlefield should contain discoverable countermeasures, a viable withdrawal route and an objective beyond reducing Hit Points.
Defeat, Bargains and Rewards
A Hecatoncheir carries no ordinary treasure hoard.
Possible rewards include:
- a writ permitting one passage through a Tartarean gate;
- a link from a Titan-binding chain;
- a mountain stone carried but never thrown;
- testimony concerning an erased divine sentence;
- a handprint capable of sealing one planar breach;
- a storm pearl from Briareus’s household;
- safe conduct through Poseidon’s sea court;
- recognition as an authorised advocate for one prisoner;
- access to a record dating from the Titanomachy;
- the location of a prison whose sentence has expired.
Adventure Hooks
The Missing Warden
Gyges leaves his gate for the first time since the Titanomachy.
The prisoners remain confined, but something beyond Tartarus has convinced him that guarding them now perpetuates a greater injustice.
Cottus demands his return. Gyges refuses to reveal his evidence until the party identifies who altered an ancient divine sentence.
The Appeal of Cronus
A witness emerges with proof that part of Cronus’s judgement was changed after the Titanomachy.
Cottus permits an appeal because the compact requires it, but the original judgement lies in a sealed archive protected by powers hostile to both Olympus and Tartarus.
Three Hundred Stones
Briareus raises three hundred mountains from Othrys and prepares to cast them through a breach leading to Earth.
He believes an escaped Titan is concealed beneath a mortal city. The party must locate the fugitive, evacuate the population or prove Briareus’s evidence false before the bombardment begins.
Historic and Mythic Context
The Hecatoncheires appear most prominently in Hesiod’s Theogony.
Hesiod names Cottus, Briareus and Gyges as children of Gaia and Uranus. Each possesses one hundred arms, fifty heads and overwhelming strength.
Uranus imprisons them beneath the earth because he fears their appearance and power. During the Titanomachy, Gaia advises Zeus that victory depends upon releasing them.
Zeus frees and restores the brothers. Together they cast three hundred stones into the Titan army, burying their enemies and helping establish the Olympian order.
Pseudo-Apollodorus’s Library also names Briareus, Gyges and Cottus as the hundred-handed children of Sky and Earth.
Briareus possesses a wider mythic identity.
Homer’s Iliad, Book I describes the being whom the gods call Briareus and mortals call Aegaeon. Thetis summons him when Hera, Poseidon and Athena attempt to bind Zeus. His arrival ends the conspiracy.
Hesiod identifies Briareus as the husband of Cymopoleia, daughter of Poseidon.
Pausanias’s Description of Greece records a tradition in which Briareus arbitrates a dispute between Poseidon and Helios, assigning the Isthmus to Poseidon and the height above Corinth to Helios.
The campaign follows the Hesiodic tradition in which the three brothers aid Zeus and become wardens of the defeated Titans. Briareus’s maritime and judicial traditions remain part of his individual identity.
Sources and Further Reading
Campaign Sources
- Carceri — The Tarterian Depths
- Arborea — The Olympian Glades
- The Hellenic Pantheon
- Gaia
- Uranus
- Cronus
- Zeus
- Poseidon
- Primordial Cyclopes
- World Bestiary
Historical and Mythic Sources
- Hesiod, Theogony — Scaife Viewer
- Homer, Iliad, Book I — Scaife Viewer
- Pseudo-Apollodorus, Library — Scaife Viewer
- Pausanias, Description of Greece — ToposText
Rules References
- System Reference Document 5.2.1
- Pathfinder First Edition Mythic Rules — Archives of Nethys
- D&D 3.5e Outsider Type — d20 SRD
- D&D 3.5e Epic Feats — d20 SRD
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