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Elysian TitanCreature 21


RareCGGargantuanHumanoidTitan
Source Pathfinder Bestiary 3
Perception +36 (darkvision, true seeing)
Languages Abyssal, Celestial, Common, Telepathy 100 Feet
Skills Acrobatics +36, Athletics +43, Crafting +37, Diplomacy +37, Intimidation +35, Religion +37, Survival +37
Str +10, Dex +7, Con +8, Int +6, Wis +8, Cha +6

AC 46; Fort +37; Reflex +34; Will +35; +4 status to all saves vs. mental
HP 400
Speed 40 feet
Immunities death effects, disease

Greatpick One Action +41 (+36, +31) to hit (fatal d12, magical, reach 30) 4d10+20 Piercing
Fist One Action +38 (+34, +30) to hit (agile, reach 30) 4d8+20 Bludgeoning
Rock One Action +38 (+33, +28) to hit (brutal, range increment 200) 3d12+20 Bludgeoning

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.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

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. MentalImpossible 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 44 will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Titanic Grasp One Action

The titan makes a fist Strike against a creature affected by their Impossible Stature, even if it's outside of the titan's normal reach. On a hit, the titan automatically Grabs the creature and, if out of their reach, pulls it within reach.

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 44, +36 to hit)

2nd Level: Dispel Magic (At Will)
4th Level: Air Walk (Constant), Freedom of Movement (At Will)
5th Level: Sending
6th Level: Scrying, True Seeing (Constant)
7th Level: Plane Shift (At Will)
9th Level: Meteor Swarm
10th Level: Revival

Rituals

8th Level: Freedom


Those titans who remained true to their creators, refusing to participate in their peers' rebellion, earned their freedom while the others were imprisoned. Many Elysian titans train aspiring champions of freedom, sacrifice, and selflessness.


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.