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Hekatonkheires TitanCreature 24


RareCEGargantuanAberrationTitan
Source Pathfinder Bestiary 3
Perception +43 (darkvision, true seeing)
Languages Abyssal, Aklo, Celestial, Common, Telepathy 100 Feet
Skills Acrobatics +42, Athletics +48, Intimidation +45, Occultism +41, Survival +39
Str +12, Dex +10, Con +12, Int +7, Wis +7, Cha +9

AC 52 all-around vision; Fort +44; Reflex +40; Will +37; +4 status to all saves vs. mental or divine
HP 500
Speed 60 feet
Immunities death effects, disease

Void Weapon One Action +45 (+40, +35) to hit (magical, reach 50, versatile p, versatile s) 4d12+18 Bludgeoning + 2d12 Force
Void Weapon One Action +43 (+38, +33) to hit (magical, thrown 200, versatile p, versatile s) 4d12+18 Bludgeoning + 2d12 Force

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.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

+4 Status to All Saves vs. Mental or DivineAttack of Opportunity Reaction

The hekatonkheires gains 99 extra reactions on their turn that they can only use to make Attacks of Opportunity.


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Impossible Stature (aura, illusion, mental, occult)

120 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 48 will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round.

Demolish Veil Free Action

Frequency once per month

Trigger The titan casts Plane Shift


Effect The titan arrives in a storm of shattered planar barriers. This has the effects of a 10th-level Storm of Vengeance.

Hundred-Dimension Grasp One Action

The titan reaches between realities to drag foes closer. They attempt an athletics check and compare the result to the Fortitude DCs of all foes within 120 feet.

On a success, a foe is teleported to any square the titan chooses within 120 feet; on a critical success, it's also Paralyzed for 1 round. The titan can Grab any foe brought within 30 feet as a free action.

Hundred-Handed Whirlwind Two Actions

The titan overwhelms opponents with blows both conventional and interplanar. They make one void weapon Strike against each foe within reach. Even on a failed attack (but not a critical failure), the titan deals 24 force damage to the target. This counts as three attacks for the titan's multiple attack penalty.

Send Beyond One Action

Requirements The titan has a creature Grabbed


Effect The titan thrusts the creature into a nightmare realm full of lightless hands and eyes. This has the effects of Maze (DC 48), but the creature can use Occultism to escape in addition to Perception or Survival. The titan can't use Send Beyond for 1d4 rounds.

Shape Void Free Action

The titan molds a weapon from interstellar darkness. This is a +3 major striking weapon in any form. It can't be disarmed and deals an additional 2d12 force damage.

If Released, a void weapon vanishes.


Occult Innate Spells (DC 48, +40 to hit)

4th Level: Air Walk (Constant), Dimension Door, Freedom of Movement (Constant)
6th Level: True Seeing (Constant)
7th Level: Plane Shift
9th Level: Bind Soul, Weird


The first three hekatonkheires were meant to guard the gates to the Abyss, but they proved too terrifying and rebellious-and so, in disgust, the gods cast them into the gulfs between the planes. Hekatonkheires titans are incomplete, monstrous progeny of the original three, from whom these titans calved like icebergs.

Hekatonkheires wield interstellar darkness as a weapon and spurn the limits of physical reality, literally reaching through space with their countless arms. Filled with a drive to either discover their lost identity or create their own, they metaphysically disembowel ancient beings and cosmic magics-using the entrails to find clues regarding their own nature and parentage or to serve as raw materials for fueling some alien apotheosis.


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.