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Danava TitanCreature 23


RareLNGargantuanHumanoidTitanWater
Source Pathfinder Bestiary 3
Perception +41 (darkvision, true seeing, wavesense (imprecise) 100 feet)
Languages Abyssal, Aquan, Celestial, Telepathy 100 Feet
Skills Acrobatics +39, Arcana +43, Athletics +46, Crafting +43, Nature +41, Occultism +43, Religion +41, Society +43
Str +11, Dex +8, Con +10, Int +10, Wis +8, Cha +6

AC 49; Fort +41; Reflex +37; Will +37; +4 status to all saves vs. mental or divine
HP 470
Speed 50 feet (swim 40 feet)
Immunities death effects, disease

Greatclub One Action +43 (+38, +33) to hit (backswing, magical, reach 40, shove) 4d10+20 Bludgeoning + 2d12 Cold
Foot One Action +40 (+36, +32) to hit (agile, reach 30) 4d8+20 Bludgeoning + 2d12 Cold
Benthic Wave One Action +40 (+35, +30) to hit (brutal, magical, range 200, water) 4d6+20 Bludgeoning + 2d12 Cold

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Wavesense (Imprecise) 100 feet

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+4 Status to All Saves vs. Mental or DivineHadalic Presence (divine, illusion, mental, water)

Creatures that fail their Will save against the titan's Impossible Stature aura also experience the crushing depths and darkness of the ocean floor.

Such creatures see as if in an area of Darkness (10th level), and the titan can use their wavesense to detect such creatures as a precise sense, even if neither are in water. On a critical failure, the creature is also Immobilized.

Impossible Stature (aura, divine, illusion, mental)

100 feet Aura


Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 46 will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round.

Relentless

The titan is as ever-moving as ocean waves. They're permanently Quickened 1, and the extra action can only be used to Stride, Strike, or Sustain a Spell, or as one of the actions necessary to Cast Dispel Magic.

Roiling Rebuke Reaction

Trigger A creature within 200 feet targets the titan with or includes the titan in the area of an attack, spell, or other effect


Effect The titan makes a benthic wave Strike against the triggering creature. If the Strike hits, the titan disrupts the triggering action.

Trample Three Actions

Huge or smaller, foot, DC 46 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Wide Cleave Two Actions

The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan's multiple attack penalty.


Divine Innate Spells (DC 46, +38 to hit)

1st Level: Heal, Hydraulic Push
2nd Level: Dispel Magic (At Will), Water Walk (Constant)
4th Level: Air Walk (Constant), Hydraulic Torrent
5th Level: Control Water (At Will)
6th Level: True Seeing (Constant)
7th Level: Eclipse Burst
9th Level: Implosion

Rituals

5th Level: Resurrect (Doesn't Require Secondary Casters)
6th Level: Planar Binding (Doesn't Require Secondary Casters)
8th Level: Control Weather (Doesn't Require Secondary Casters)


Danava titans once regulated the foundational forces that shaped reality. Rebuked by the gods for being harsh and inflexible overseers, these spurned titans joined their siblings in their failed war against their creators. Defeated, the danavas were cast into the paralyzing depths of the cosmos's seas. The few danava titans who have escaped now wield the cold, darkness, and crushing pressure of their prisons in pursuit of their ancient visions of reality. Danavas split mountains, wake primordial beasts, or level whole civilizations in accordance with grand designs they forged at the dawn of time. Others hunt and harvest the balance-enforcing aeons, who they see as usurpers of their divine responsibility.


Created by ancient deities long before the rise of mortal ancestries, titans united and attempted to overthrow their deific progenitors. The resulting war still figures prominently throughout mortal myths, in which most titans were cast down and imprisoned for eons.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.