God Titan Crius (Elder Titan)
This colossal humanoid seems to bear more weight on his frame than his size would suggest. His skin is dull gray, and his long gray beard seems to be pulled by invisible weights to almost touch the ground. His cloak, although dry, sags as if waterlogged.
Crius is the master of gravity, weight, and density in physical matter.
Crius is one of the original Titans born to Uranus and Gaea, and an older brother of Cronus. He took Eurybia as a lover and sired Pallas, a lesser god of wisdom. Pallas married Styx, the goddess of the River of the same name, and had four children, one of them the goddess Nike.
Crius fought alongside his brothers in the Titanomachy the war against the Olympian gods, and was thus imprisoned in Tartarus along with them.
Crius is 100 feet tall and weighs 800,000 pounds.
Crius speaks Abyssal, Common, Celestial, Draconic, and Giant.
Originally Posted by Boz of the En World forums.
Titan, Greater, Crius | |
Colossal outsider (Chaotic, Evil, Extraplanar) | |
Hit Dice | 49d8+833 (1,053 hp) |
Initiative | +6 |
Speed | 60 ft (12 squares) |
Armor Class | 41 (-8 size, +6 Dexterity, +33 natural), touch 8, flat-footed 35 |
Base Attack/Grapple | +49/+84 |
Attack | Slam +60 melee (5d8+19/19-20/x2) |
Full Attack | 2 slams +60 melee (5d8+19/19-20/x2) |
Space/Reach | 30 ft/30 ft |
Special Attacks | Alter weight, gravity field, spell-like abilities, spells |
Special Qualities | Damage reduction 20/epic, Darkvision 120 ft, fast healing 3, Spell Resistance 36, tremorsense 120 ft |
Saves | Fort +49 Ref +33 Will +45 |
Abilities | Strength 48 Dexterity 23 Constitution 44 Intelligence 38 Wisdom 37 Charisma 31 |
Skills | Balance +43, Bluff +57, Climb +66, Concentration +64, Craft (stonemasonry) +61, Decipher Script +51, Diplomacy +41, Gather Information +57, Heal +50, Intimidate +57, Jump +72, Knowledge (Arcana) +66, Knowledge (architecture and engineering) +54, Knowledge (history) +61, Knowledge (nature) +61, Knowledge (religion) +66, Knowledge (the planes) +71, Listen +60, Perform (percussion) +57, Search +61, Sense Motive +66, Spellcraft +66, Spot +61, Survival +50, Swim +61 |
Feats | Ability Focus (gravity field) Combat Casting, Combat Expertise, Endurance, Eschew Materials, Great Fortitude, Improved Critical (slam), Iron Will, Quicken Spell |
Epic Feats | Automatic Quicken Spell (x3), Epic Endurance, Epic Fortitude, Epic Will, Fast Healing, Ignore Material Components |
Environment | Tartarus |
Organization | Solitary |
Challenge Rating | 33 |
Treasure | Double standard |
Alignment | Always chaotic evil |
Advancement | — |
Level Adjustment | — |
COMBAT
Cruis likes to toy with lesser opponents, forcing them into alternating situations of gravity. He will make the most powerful weapons being used against him too heavy to lift, and will launch hapless foes into the air. Crius also likes to use his magical abilities against his enemies rather than fighting them with his not-inconsiderable physical might.
Crius’s natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.
Alter Weight (Sp): As a standard action, Crius can change the weight of a single non-living object in his line of sight as a standard action. He can make an unattended object weightless, causing it to float upward as per the reverse gravity spell, for as long as he maintains Concentration on it.
Alternatively, Crius can increase the weight of an object, making it too heavy for any creature to lift for 1d4 rounds. If Crius concentrates on the object for 1 full minute, he can make the object permanently too heavy to lift; nothing short of a wish or miracle spell can allow the object to be lifted.
Gravity Field (Sp): At will, Crius can produce an effect like that of a reverse gravity spell (caster level 25th; Reflex save DC 44), except that the range is 350 feet and it affects an area of up to ten 10-foot cubes. If necessary, Crius can simply stack the cubes to reach a ceiling or other overhang, then use any remaining area to disrupt other opponents.
Alternatively, Crius can increase the gravity in a similarly sized area. Creatures within the area are affected as if they were on a plane with heavy gravity (see Dungeon Master’s Guide, pages 147-148). Airborne creatures are pulled downward and reach the ground in 1 round. The armor check penalties of armors worn in this area are doubled. Any creature attempting a grapple check suffers a –2 circumstance penalty on the check. A freedom of movement spell negates all penalties and allows normal movement.
Thrown weapons are ineffective within the heavy gravity field, even when launched from outside the field. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of the field’s area they pass through, in addition to the normal penalties for range and heavier gravity.
Spell-Like Abilities:
- At will –bestow curse (DC 24), chain lightning (DC 26), charm monster (DC 24), cure critical wounds (DC 24), deeper darkness, enlarge person, fire storm (DC 18), greater dispel magic, hold monster (DC 25), invisibility, invisibility purge, jump, levitate, persistent image (DC 25), polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic, reduce person (DC 21), slow (DC 23), unholy blight (DC 24);
- 3/day – etherealness, freedom of movement, greater teleport, summon nature’s ally IX, waves of exhaustion (DC 27), word of chaos (DC 27);
- 1/day – clenched fist (DC 28), crushing hand (DC 29), grasping hand (DC 27), gate, maze, meteor swarm (DC 29), plane shift, wind walk.
Caster level 25th. The save DCs are Charisma-based.
Spells: Crius can cast divine spells as a 15th-level cleric.
Crius has access to the following domains: Chaos, Evil, Magic, and Strength. The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/10/9/9/8/8/6/5/4; save DC 23 + spell level):
- 0 – detect magic, guidance, inflict minor wounds, mending, read magic, resistance;
- 1st – cause fear, detect good, divine favor, doom (x2), magic aura*, protection from good, protection from law, sanctuary, shield of faith;
- 2nd – aid, bear’s endurance, bull’s strength, desecrate, eagle’s splendor, identify*, shatter, silence, sound burst;
- 3rd – bestow curse, blindness/deafness, inflict serious wounds, magic circle against good, magic circle against law, magic vestment*, meld into stone, prayer, protection from energy;
- 4th – chaos hammer*, dimensional anchor, dismissal, divine power, greater magic weapon, imbue with spell ability, spell immunity, tongues;
- 5th – dispel good, dispel law, greater command, inflict light wounds, mass, righteous might*,Spell Resistance, true seeing, summon monster V;
- 6th – animate objects, antimagic field*, create undead, forbiddance, greater dispel magic, harm;
- 7th – blasphemy, greater restoration, regenerate, spell turning*, word of chaos;
- 8th – cloak of chaos, earthquake, protection from spells*, unholy aura.
*Domain spell.
Crius can also cast arcane spells as a 15th-level sorcerer (6/9/9/8/8/8/8/5; save DC 20 + spell level).
He has access to the following spells:
- 0 – arcane mark, dancing lights, daze, ghost sound, mage hand, message, open/close, prestidigitation, touch of fatigue;
- 1st –expeditious retreat, feather fall, magic missile, ray of enfeeblement, floating disk;
- 2nd –blur, misdirection, owl’s wisdom, pyrotechnics, spider climb;
- 3rd –gaseous form, halt undead, haste, ray of exhaustion;
- 4th –mass enlarge person, mass reduce person, resilient sphere, stoneskin;
- 5th –telekinesis, transmute rock to mud, wall of force, waves of fatigue;
- 6th –mass bull’s strength, move earth, repulsion;
- 7th –reverse gravity, symbol of weakness.
The save DCs are Charisma-based.
Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz) and Well of Worlds (1994).