Statuesque beings of heroic proportions. They have agile minds and powerful bodies. They have incredible strength and beauty. They are masters of their own fate. A titan is about 25 feet tall and weighs about 14,000 pounds.
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.
Some believe that the titans were the first children of the gods—if this myth is true, then the fact that they waged war upon the gods becomes even more tragic.
Titan | |
Huge outsider (Chaotic, Extraplanar) | |
Hit Dice | 20d8+280 (370 hp) |
Initiative | +1 |
Speed | 40 ft. in Half-plate armor (8 squares); base speed 60 ft. |
Armor Class | 38 (-2 size, +19 natural, +11 +4 Half-plate armor), touch 8, flat-footed 38 |
Base Attack/Grapple | +20/+44 |
Attack | Gargantuan +3 adamantine warhammer +37 melee (4d6+27/x3) or +3 javelin +22 ranged (2d6+19) or slam +34 (1d8+16) |
Full Attack | Gargantuan +3 adamantine warhammer +37/+32/+27/+22 melee (4d6+27/?3) or +3 javelin +22 ranged (2d6+19) or 2 slams +34 (1d8+16) |
Space/Reach | 15 ft./15 ft. |
Special Attacks | Oversized weapon, spell-like abilities |
Special Qualities | Damage reduction 15/lawful, Darkvision 60 ft., Spell Resistance 32 |
Saves | Fort +26, Ref +13, Will +21 |
Abilities | Strength 43, Dexterity 12, Constitution 39, Intelligence 21, Wisdom 28, Charisma 24 |
Skills | Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16 |
Feats | Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning) |
Environment | Tartarus or the Prime Material Plane |
Organization | Solitary or pair |
Challenge Rating | 21 |
Treasure | Double standard plus +4 Half-plate armor and Gargantuan +3 adamantine warhammer |
Alignment | Always chaotic (any) |
Advancement | 21-30 HD (Huge); 31-60 HD (Gargantuan) |
Level Adjustment | – |
Combat
A titan’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.
Oversized Weapon (Ex) A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty.
- Spell-Like Abilities At will-chain lightning (DC 23), charm monster (DC 21), cure critical wounds (DC 21), fire storm (DC 24), greater dispel magic, hold monster (DC 22), invisibility, invisibility purge, levitate, persistent image (DC 22), polymorph (humanoid forms only, duration 1 hour);
- 3/day-etherealness, word of chaos (DC 22), summon nature’s ally IX;
- 1/day-gate, maze, meteor swarm (DC 26). Caster level 20th.
The save DCs are Charisma-based.
In addition, titans of good or neutral alignment can use the following additional spell-like abilities:
- At will-daylight, holy smite (DC 21), remove curse (DC 21);
- 1/day-greater restoration.
Caster level 20th.
The save DCs are Charisma-based. Titans of evil alignment can use the following additional spell-like abilities: At will-bestow curse (DC 21), deeper darkness, unholy blight (DC 21); 1/day-crushing hand (DC 26). Caster level 20th. The save DCs are Charisma-based.
Tactics Round-By-Round
Titans enjoy combat and usually close with their foes. If that proves ineffective, they swiftly back off and pelt the foe with spell-like abilities and magical effects. Because of a titan’s Quicken Spell-Like Ability feat, it can use chain lightning as a free action, and frequently attacks in melee while lashing out with this ability at the same time.
Prior to combat Invisibility Purge or invisibility.
- Round 1 Charge and attempt to sunder the weapon of the most dangerous foe. Hurl chain lightning at opponents standing away from the fight.
- Round 2 Full attack against the disarmed opponent, and hurl chain lightning at other opponents.
- Round 3 Back away from first opponent and use maze or meteor swarm on any spellcaster causing trouble.
- Round 4 Sunder the weapon of the next most effective combatant, or use greater dispel magic on all nearby opponents.
- Round 5 Full attack against any nearby opponent, or use fire storm.
Use another quickened chain lightning if foes seem really dangerous.
A titan usually reserves its gate and etherealness abilities to escape a fight that is not going well.
See Also Elder Titan