Thanatotic TitanCreature 22
Source Pathfinder Bestiary 3
Perception +36 (darkvision, true seeing)
Languages Abyssal, Celestial, Common, Telepathy 100 Feet
Skills Athletics +45, Crafting +41, Deception +36, Intimidation +38, Religion +38, Stealth +36
Str +10, Dex +4, Con +9, Int +8, Wis +6, Cha +8
AC 46; Fort +37; Reflex +34; Will +35; +4 status to all saves vs. mental or divine
HP 540
Speed 40 feet
Immunities death effects, disease
Halberd +42 (+37, +32) to hit (magical, reach 40, versatile s) 4d10+25 Piercing
Foot +39 (+35, +31) to hit (agile, reach 30) 4d8+20 Bludgeoning
Rock +39 (+34, +29) 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 SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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 DivineAttack of OpportunityThe titan can use their Attack of Opportunity when a creature within their reach uses a concentrate action, in additional to its normal trigger. They disrupt actions on any hit, not just a critical hit—including triggering concentrate actions.
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, 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 45 will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round.
Godslayer (divine)Trigger The titan damages a creature capable of using divine spells or abilities
Effect The creature must attempt a DC 45 will save.
Critical Success The creature is unaffected.
Success The creature can't use divine spells or abilities for 1 round and is Frightened 2. Only powerful non-divine magic, such as Wish, can undo this effect.
Failure As success, but the duration is 1 minute.
Critical Failure As success, but the duration is unlimited.
Throw RockIf a titan's rock Strike isn't a critical failure, the rock explodes, dealing 10d6 damage of a damage type of the titan's choice to all creatures in a 20-foot burst (DC 45 basic reflex save).
The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Titanic ChargeThe titan Strides twice and makes a melee Strike. If the Strike hits, the titan can cast Earthquake centered on the target as a free action.
TrampleHuge or smaller, foot, DC 45 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 CleaveThe 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 45, +37 to hit)
2nd Level: Dispel Magic (At Will)
4th Level: Air Walk (Constant), Suggestion (At Will)
5th Level: Sending
6th Level: Scrying, True Seeing (Constant)
7th Level: Spell Turning
8th Level: Spiritual Epidemic (At Will)
9th Level: Massacre, Meteor Swarm
5th Level: Planar Ally, Resurrect
Thanatotic titans served as assassins in the war against the deities. They learned to sever their targets' divine connections, murdering mortal priests and divine heralds alike. Thanatotic titans were locked away in the Abyss, but some have freed themselves and crept out from the Abyss so they might continue their sprees of murder and mayhem. To this day, they seek out the faithful for slaughter.
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
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.