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Skeletal TitanCreature 13


NEGargantuanMindlessSkeletonUndead
Source Pathfinder Book of the Dead
Perception +19 (darkvision)
Languages none
Skills Athletics +28
Str +9, Dex +3, Con +4, Int -5, Wis +2, Cha -1

AC 33; Fort +23; Reflex +24; Will +21;
HP 210 (negative healing)
Speed 40 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Resistances Cold 10, Electricity 10, Fire 10, Piercing 15, Slashing 15

Mountain Sword One Action +26 (+21, +16) to hit (reach 20) 3d12+13 Bludgeoning
Claw One Action +26 (+22, +18) to hit (agile, reach 15) 3d8+13 Bludgeoning
Foot One Action +26 (+21, +16) to hit (reach 15) 3d8+13 Bludgeoning
Bone One Action +24 (+19, +14) to hit (brutal, range increment 60) 2d10+13 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.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Bone Debris

The bones a skeletal titan throws are large enough to clutter the battlefield. When the skeletal titan hits a creature with a bone attack, the projectile becomes difficult terrain in the square the creature occupies (or, if the creature occupies more than one square, one square it occupies of the titan's choice). If the titan misses with a bone attack, instead a random square adjacent to the creature becomes difficult terrain.

Mountain Slam Three Actions

The skeletal titan slams its mountain sword into the ground. The shock wave reverberates, dealing mountain sword damage to all creatures in a 20-foot line (DC 34 basic reflex). Those who fail are also knocked Prone.

Trample Three Actions

Huge or smaller, foot, DC 34 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).


Divine Innate Spells (DC 31, +21 to hit)

4th Level: Air Walk


Only the powerful and foolish would raise the bones of a mighty titan or similarly gargantuan creature as a skeleton. Skilled practitioners see this as a waste of a powerful body and imbue them with air walking magic based on those of titans, while the wise know it's nearly impossible to control such a colossus and that it's just as likely to crush its creator underneath its mighty foot as it is to smite their foes.


Among the ranks of the dead, none are so numerous, nor so varied, as the skeleton. While most are almost entirely made from bone, some maintain a few scraps of flesh to aid them in movement, such as wing membranes.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.

Skeleton

This undead is made by animating a dead creature's skeleton with negative energy. An ability with this trait can be used or selected only by skeletons.