Primordial Titan • Epic Outsider • Hellenic Myth
Elder Titan
Primeval powers from the first generations of divine history, Elder Titans are colossal immortals whose bodies, memories and magic still bear the weight of the Titan Age.
An Elder Titan is a monster type rather than one unique creature. These statistics represent a primeval member of the Titan race suitable for use independently of the famous named Titans. Unique powers such as Cronus, Rhea, Oceanus, Coeus, Crius, Hyperion, Iapetus and Themis have individual histories and powers that supersede this generic profile.
Game Statistics
Elder Titans are genuinely epic creatures. Their statistics are determined by the scale of the creature rather than by an artificial ceiling: ability scores and Challenge Ratings can exceed 30 whenever the individual Titan warrants it.
Elder Titan
Gargantuan Celestial (Titan), any alignment
Armor Class 25
Hit Points 698 (31d20 + 372)
Speed 60 ft., climb 60 ft., swim 60 ft.
Initiative +4 (14)
Saving Throws Str +23, Con +22, Int +20, Wis +21, Cha +20
Skills Arcana +20, History +20, Insight +21, Nature +20, Perception +21, Persuasion +20
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 180 ft., passive Perception 31
Languages all languages; telepathy 240 ft.
Challenge 32 (epic)
Proficiency Bonus +10
Traits
At Will: commune with nature, freedom of movement, speak with animals, speak with plants
3/Day Each: control weather, earthquake, greater restoration, plane shift
1/Day Each: foresight, gate, time stop
Actions
Reaction
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, the Elder Titan can expend a use to take one of the actions below. The Titan regains all expended uses at the start of each of its turns.
Elder Titan
CR 31 • Colossal outsider (extraplanar) • any alignment
Init +10; Senses darkvision 120 ft., true seeing; Perception +59
Aura primeval presence (120 ft., DC 42)
Defense
AC 49, touch 17, flat-footed 43 (–8 size, +6 Dex, +32 natural, +9 deflection)
hp 878 (45d10+630)
Fort +38, Ref +30, Will +35
Defensive Abilities regeneration 20, rock catching; DR 20/—
Immune aging, disease, poison
Resist acid 30, cold 30, electricity 30, fire 30
SR 42
Offense
Speed 100 ft., climb 60 ft., swim 60 ft.
Melee Colossal +5 spear +61/+56/+51/+46 (6d6+32/×3) or 2 slams +55 (4d8+18)
Ranged Colossal +5 javelin +49/+44/+39/+34 (4d6+23) or rock +44 (8d8+27)
Space 30 ft.; Reach 30 ft.
Special Attacks primeval presence, rock throwing (120 ft.), spell-like abilities, world shaper
Spell-Like Abilities
CL 29th; concentration +39
Constant: true seeing
At Will: alter self, analyze dweomer, commune with nature, cure critical wounds, freedom of movement, fly, protection from energy, remove curse, sanctuary, sending, speak with animals, speak with plants, greater teleport
3/Day: antilife shell, astral projection, contact other plane, greater dispel magic, greater scrying, invisibility purge, plane shift
1/Day: earthquake, gate, storm of vengeance
Statistics
Str 46, Dex 22, Con 38, Int 30, Wis 32, Cha 30
Base Atk +45; CMB +71; CMD 96
Feats Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Great Cleave, Greater Bull Rush, Greater Spell Penetration, Greater Sunder, Greater Vital Strike, Improved Bull Rush, Improved Critical (spear), Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Spell Penetration, Vital Strike, Weapon Focus (javelin), Weapon Focus (spear)
Skills Acrobatics +54, Bluff +58, Craft (any five) +58, Diplomacy +58, Intimidate +58, Knowledge (arcana) +58, Knowledge (history) +58, Knowledge (nature) +58, Knowledge (planes) +58, Perception +59, Sense Motive +59, Spellcraft +58, Use Magic Device +58
Languages all languages; telepathy 300 ft.
Ecology
Environment Arborea, Carceri, or any surviving Titan-age court, ruin, exile or planar crossing
Organization solitary, pair, household or court
Treasure triple standard, often including an immense magical spear, javelin or other Titan-age weapon
Special Abilities
Titan, Elder
Colossal Outsider (Extraplanar)
| Hit Dice | 70d8+700 (1,015 hp) |
|---|---|
| Initiative | +0 |
| Speed | 150 ft. |
| Armor Class | 58 (–8 size, +32 natural, +24 insight), touch 26, flat-footed 58 |
| Base Attack/Grapple | +70/+103 |
| Attack | Colossal +5 warhammer +87 melee (6d6+30/19–20 plus 2d6 on a critical hit); or Colossal +5 javelin +70 ranged (4d6+22/19–20) |
| Full Attack | Colossal +5 warhammer +87/+82/+77/+72 melee; or Colossal +5 javelin +70/+65/+60/+55 ranged |
| Space/Reach | 30 ft./30 ft. |
| Special Attacks | Oversized weapon, spell-like abilities, spells |
| Special Qualities | Change shape, DR 20/epic, SR 40 |
| Saves | Fort +47, Ref +37, Will +50 |
| Abilities | Str 45, Dex 10, Con 31, Int 33, Wis 37, Cha 26 |
| Environment | Any |
| Organization | Solitary |
| Challenge Rating | 30 |
| Treasure | Standard |
| Alignment | Any; often neutral |
| Advancement | 71–140 HD (Colossal) |
Skills
Concentration +83, Craft (any five) +45, Decipher Script +84, Diplomacy +45, Gather Information +87, Intimidate +56, Jump +90, Knowledge (all) +66, Listen +86, Sense Motive +86, Speak Language (any five), Spellcraft +90, Spot +86.
Feats
Blind-Fight, Cleave, Combat Expertise, Great Cleave, Improved Critical (warhammer), Improved Critical (javelin), Improved Sunder, Power Attack, Silent Spell, Still Spell, Weapon Focus (warhammer), Weapon Focus (javelin).
Epic Feats
Automatic Silent Spell, Automatic Still Spell, Devastating Critical (warhammer), Epic Spellcasting, Epic Weapon Focus (warhammer), Epic Weapon Focus (javelin), Overwhelming Critical (warhammer), Polyglot.
Combat
An Elder Titan’s natural weapons are treated as epic for the purpose of overcoming damage reduction. Elder Titans rarely enter battle without first learning what they can about their enemies through magic, ancient knowledge or servants.
Spell-Like Abilities
At Will: alter self, analyze dweomer, commune with nature, cure critical wounds, eyebite, freedom of movement, fly, fog cloud, produce flame, protection from energy, read magic, remove curse, sanctuary, sending, speak with animals, soften earth and stone, speak with plants, summon monster VI, greater teleport, wind wall.
3/Day: antilife shell, astral projection, contact other plane, greater dispel magic, greater scrying, invisibility purge, plane shift.
Caster level 29th; save DC 18 + spell level. The save DCs are Charisma-based.
Spells
An Elder Titan can use arcane spells as a 29th-level wizard or divine spells as a 29th-level cleric. Divine Elder Titans cast from the cleric list and have access to the Knowledge and Magic domains. An individual Titan may substitute a domain appropriate to its primordial nature.
Change Shape (Su)
An Elder Titan can assume the form of any Small through Huge humanoid or giant. The Titan retains its Oversized Weapon special attack while transformed.
Oversized Weapon (Ex)
An Elder Titan wields weapons of tremendous size as part of its normal combat style. When it changes shape, its weapon changes to a size appropriate to its assumed form while retaining the benefits of this ability.
Titanic Regional Effects
An Elder Titan does not automatically transform every land through which it passes. When one establishes a court, sanctuary, prison, fortress or other lasting domain and remains there for at least 30 days, its primordial presence gradually impresses the memory of the Titan Age upon the surrounding region.
Unless a particular Elder Titan specifies otherwise, these manifestations extend up to 6 miles from the heart of its domain. Their presence becomes increasingly obvious within the innermost mile.
Monumental Scale
Ancient roads, stairs, doorways, terraces and foundations within the region seem unnaturally immense by mortal standards. Where genuine Titan-age structures lie buried, erosion and shifting ground gradually expose portions of them. This effect does not enlarge modern buildings, creatures or ordinary natural features.
Foundations of the First Age
Buried masonry, boundary stones and fragments of Titan workmanship become easier to discover. A creature searching the region has Advantage on Intelligence (Investigation) or Wisdom (Survival) checks made specifically to locate Titan-age ruins, roads, tombs, monuments or worked stone.
Echoes of Antiquity
Creatures that finish a Long Rest within the region may dream of immense halls, primordial mountains, ancient courts and fragments of events from the Titan Age. These impressions can reveal imagery, emotions, names or places preserved by the domain, but they are clues rather than infallible historical records.
The Titan’s Passage
Signs left by the Elder Titan resist ordinary weathering. Footprints, displaced boulders, shattered paving and weapon scars remain clearly recognisable for at least 30 days unless deliberately repaired, concealed or magically altered. Checks made to track the Titan itself within its domain are made with Advantage.
Primordial Resonance
Magic used to investigate Titans, the Titanomachy, Titan-made objects or genuine Titan-age ruins produces unusually vivid sensory impressions within the region. Divination does not exceed the normal information limits of the spell or ability, but its signs may appear as ancient voices, colossal shadows, phantom architecture or fleeting scenes from the First Age.
Weight of the Elder Age
Mortals become acutely aware that they stand within the territory of something older than the Olympian order. Titan-made chambers, roads and monuments cannot easily be mistaken for later giant architecture: their proportions, construction and supernatural resonance identify them as remains of a separate primordial civilisation.
These are the regional manifestations of an unnamed Elder Titan. A named Titan replaces, modifies or supplements them with effects reflecting its individual cosmic nature. Oceanus may transform waters and currents; Hyperion may affect heavenly light; Themis may impress supernatural order upon a domain; and other unique Titans manifest effects appropriate to their own myths and powers.
Pathfinder 1e and D&D 3.5e
In Pathfinder 1e and D&D 3.5e, treat these manifestations as supernatural environmental qualities of an established Elder Titan domain.
- Replace Advantage on Investigation or Survival with a +4 circumstance bonus on appropriate Perception, Search, Survival or Knowledge checks.
- Replace Advantage on checks to track the Elder Titan with a +4 circumstance bonus on Survival checks made to follow its trail.
- Dreams, exposed ruins and divinatory imagery function as environmental manifestations and require no additional subsystem.
If the Elder Titan permanently abandons the domain or is destroyed, its supernatural regional manifestations fade over 1d10 days. Physical consequences already produced—exposed ruins, displaced stones, broken roads, weapon scars and Titan footprints—remain until changed naturally, magically or deliberately.
Ancient Powers of the Titan Age
Elder Titans are not simply enormous humanoids. They belong to a divine generation associated with the great structures and principles of the early cosmos: ocean, heavenly light, memory, law, intellect, fertility, celestial observation and other powers older than the present Olympian settlement.
Their physical bodies reflect that origin. One Elder Titan may appear sun-weathered and scarred, another pale as moonlit stone, another marked by strange metallic or celestial traces. They are nevertheless living beings rather than animated statues or stone constructs.
No two need look alike. Their common identity comes from age, divine ancestry and cosmic stature rather than from one fixed physical appearance.
The Twelve Elder Titans
In the central Hellenic genealogy, the first great generation of Titans were children of Uranus and Gaia. The Twelve were Oceanus, Coeus, Crius, Hyperion, Iapetus, Cronus, Theia, Rhea, Themis, Mnemosyne, Phoebe and Tethys.
Use the generic monster when an ancient Titan is needed without introducing one of the famous mythological individuals. The Twelve and other named Titans remain unique beings. Their personal powers, artifacts, divine rank, prisons and realms override the generic statistics.
Uranus and the First Overthrow
Uranus suppressed his other terrible children, most famously the Hecatoncheires and the primordial Cyclopes. Gaia urged her Titan children to act against him. Cronus, the youngest of the Twelve, accepted the task and overthrew Uranus.
Cronus did not free every captive. The imprisonment of the Cyclopes and Hecatoncheires continued under his rule.
Zeus and the Titanomachy
Cronus later feared that his own children would overthrow him in turn. As Rhea bore their children, Cronus swallowed them. Rhea concealed the youngest, Zeus, and deceived Cronus with a stone wrapped in swaddling cloth.
When Zeus matured, the swallowed divine children were restored. Zeus released the Cyclopes and Hecatoncheires, whose aid proved decisive during the Titanomachy.
The war ended the political supremacy of Cronus’s order, but it did not impose one identical fate upon every Titan.
The Elder Titans in the Present Cosmos
Pelion — The Surviving Titan Age
The third layer of Arborea, Pelion, preserves much of the Titan civilisation that survived beyond the great prisons.
It is a land of pale mountains, colossal roads, half-buried cities, monumental sanctuaries, ancient estates and ruins constructed at Titan scale.
Rhea, Mnemosyne, Phoebe, Theia and Themis are among the Elder Titans associated with this surviving inheritance.
Ossa — Oceanus and Tethys
Oceanus and Tethys are principally associated with Ossa, Arborea’s immense living sea.
Othrys and Tartarus
The principal condemned Elder Titans are associated with Carceri, the Tarterian Depths. Its first layer, Othrys, contains ruined Titan exile courts and the ancient Hellenic prison-domain known as Tartarus.
Cronus, Coeus, Crius, Hyperion and Iapetus belong to this defeated and imprisoned side of the Titan settlement.
Tartarus is not the universal home of the Titan race. It is a prison for particular defeated powers, while other Elder Titans survive elsewhere in the planes.
Named Elder Titans
Cronus
Youngest of the Twelve, overthrower of Uranus and ruler of the Titan order before Zeus.
Crius
One of the six original male Titans and part of the defeated Tartarean faction.
Mnemosyne
Titaness of memory and mother of the Muses.
Phoebe
An Elder Titaness associated with brilliance and prophecy.
Theia
Titaness of sight and brilliance, mother of Helios, Selene and Eos.
Tethys
Ancient consort of Oceanus and mother of great families of river and water powers.
Later Generations of Titans
- Atlas — Titan of endurance and son of Iapetus.
- Prometheus — cunning fire-bringer and benefactor of mortals.
- Epimetheus — Titan associated with afterthought.
- Menoetius — another son of Iapetus and member of the later Titan generation.
Appearance
A typical Elder Titan stands roughly 70 to 90 feet tall, with about 80 feet being a useful baseline for an unnamed member of the race. This makes one enormous by mortal standards without turning every Titan into a walking mountain.
Their proportions remain fundamentally humanoid. A Titan’s spear is immense because its wielder is immense: in the Titan’s own hands it looks like a normally proportioned long spear rather than an absurdly oversized pole.
Their bodies are living flesh rather than stone. Old scars, weathered skin, strange eyes and traces of primordial ancestry may distinguish them, but the generic Elder Titan should not resemble an animated statue or an enlarged Zeus.
An immense spear with an ash-like shaft and bronze or supernatural metal head is the favoured generic weapon. Javelins and thrown rocks provide ranged options, while strongly symbolic weapons remain more appropriate to named Titans.
Temperament and Behaviour
Elder Titans possess no universal alignment or temperament. Some are grave, contemplative and slow to anger. Others remain consumed by grievances dating to the Titanomachy. Still others have accommodated themselves to the later divine order without abandoning their identity as members of an older age.
Their sense of time is difficult for mortals to understand. A Titan may spend decades examining a single philosophical question and then speak of a betrayal committed thousands of years ago as though it happened yesterday.
A Titan’s most dangerous quality is not necessarily rage. It is memory.
Titan Society
There is no unified modern Titan empire. The Titanomachy shattered the political order in which the Elder Titans stood at the centre of divine sovereignty.
- surviving courts and estates in Pelion;
- oceanic households associated with Oceanus and Tethys in Ossa;
- prison courts and condemned factions in Othrys and Tartarus;
- later-generation Titans with individual realms, duties and punishments;
- ancient servants and peoples descended from the Titan Age;
- solitary Elder Titans who rejected both Cronus and the Olympian settlement.
Combat and Tactics
An Elder Titan should never fight merely as an enlarged humanoid warrior.
Its first advantage is scale. It can stride over battlefield obstacles, shatter fortifications, dominate open ground and use tremendous reach to disrupt enemy formations.
Its second advantage is experience. Elder Titans understand magic, planar travel, divine beings and ancient warfare.
For an unnamed Elder Titan, the spear and javelin provide the clearest Hellenic martial vocabulary. The spear suits the proportions of a colossal humanoid while avoiding the distinctive weapons of particular gods and named Titans.
Before Battle
- Observe enemies using divination, servants or supernatural senses.
- Use Change Shape to approach without revealing full size.
- Identify methods of planar escape.
- Prepare defenses against likely spells and damage types.
- Select terrain that can be reshaped, collapsed or dominated.
During Battle
- Use the extraordinary reach of the spear to control approaches.
- Drive enemies backwards rather than simply trading attacks.
- Hurl javelins or rocks at distant targets.
- Destroy walls, towers, bridges and fortified positions.
- Separate dangerous enemies by reshaping terrain.
- Use planar travel rather than remain in a strategically pointless battle.
Using an Elder Titan in a Campaign
- A buried city in Pelion opens for the first time since the Titanomachy. Its Elder Titan ruler insists that the city never surrendered to Olympus.
- A prisoner in Othrys possesses evidence that its original sentence was secretly altered centuries after the Titanomachy.
- An Elder Titan arrives on Earth in mortal form searching for an artifact dating to the reign of Uranus.
- A forgotten Pelion household asks the characters to restore names deliberately removed from Titan monuments.
- A breach between Ossa and the Material Plane allows the memories of an ancient water Titan to reshape coastlines and tides.
- Someone is calling unnamed Elder Titans into service while claiming to act under the authority of Cronus. Cronus denies issuing the commands.
Elder Titans and Earth in 1454
On Earth in 1454, the Titan Age survives through myth, ancient cult remains, magical inheritances, excavated objects, fragmentary classical manuscripts and sites where divine history still touches the Material Plane.
An educated investigator encountering genuine Titan evidence may examine it through natural philosophy, astronomy, astrology, alchemy, ancient languages, magical correspondences, geometry and the study of planar phenomena.
A bronze seal recovered from an ancient ruin might therefore attract scholars, court magicians, antiquarians and princes long before anyone discovers that it forms part of a prison covenant still recognised in Othrys.
Historical and Mythic Context
The Elder Titans derive from ancient Greek traditions describing the divine generations before Zeus and the Olympians.
Hesiod’s Theogony provides the most influential surviving genealogy. Uranus and Gaia produce the Twelve Titans, while the Cyclopes and Hundred-Handed Ones belong to other primordial children of the same divine parents.
The Titans themselves belong to mythic prehistory rather than a documented historical Greek military period, so there is no surviving historical specification for a generic “Titan weapon.” SpiralWorlds therefore uses the spear and javelin as the default anonymous Elder Titan armament because they provide a strong Hellenic martial vocabulary without assigning the monster a distinctive weapon belonging to a specific named deity or Titan.
SpiralWorlds distinguishes the Titans as an ancient divine family and civilisation from Tartarus as a prison for particular defeated powers.
Related SpiralWorlds Entries
- World Bestiary
- Planes of Existence
- Arborea
- Carceri — The Tarterian Depths
- Hellenic Pantheon
- Cronus
- Rhea
- Oceanus
- Coeus
- Crius
- Hyperion
- Iapetus
- Themis
- Atlas
- Prometheus
- Epimetheus
- Zeus
- Gaia
- Uranus
- Hecatoncheires
- Primordial Cyclops
Video — The Titans in Greek Mythology
MF In-Depth #1: The Titans [Greek Mythology] provides additional background on the mythological Titan family. External videos provide historical or mythological context and do not define SpiralWorlds canon.
Sources and Rules Provenance
- Hesiod, Theogony — major surviving source for the genealogy of Uranus, Gaia, the Titans and the divine succession myths.
- Theoi Project — Titans
- Theoi Project — Hecatoncheires
- The Metropolitan Museum of Art — Warfare in Ancient Greece — historical context for Greek spear, shield, sword and missile warfare.
- d20 SRD — Titan, Elder — Open Game Content foundation for the D&D 3.5e rules. Its +5 warhammer is retained only inside the 3.5e source-fidelity tab.
- The 5.5e and Pathfinder 1e profiles are SpiralWorlds reconstructions using a spear-and-javelin fighting style appropriate to the generic Hellenic-inspired Elder Titan.
