Titan
Size/Type :
Huge Outsider (Chaotic , Extraplanar )
Hit Dice :
20d8+280 (370 hp)
Initiative :
+1
Speed :
40 ft. in half-plate armor (8 squares); base speed 60 ft.
Armor Class :
38 (-2 size, +19 natural, +11 +4 half-plate armor), touch 8, flat-footed 38
Base Attack/Grapple :
+20 /+44
Attack :
Gargantuan +3 adamantine warhammer +37 melee (4d6+27 /×3) or +3 javelin +22 ranged (2d6+19 ) or slam +34 melee (1d8+16 )
Full Attack :
Gargantuan +3 adamantine warhammer +37 /+32 /+27 /+22 melee (4d6+27 /×3) or +3 javelin +22 ranged (2d6+19 ) or 2 slams +34 melee (1d8+16 )
Space/Reach :
15 ft./15 ft.
Special Attacks :
Oversized weapon, spell-like abilities
Special Qualities :
Change shape, damage reduction 15/lawful, darkvision 60 ft., spell resistance 32
Saves :
Fort +26 , Ref +13 , Will +21
Abilities :
Str 43, Dex 12, Con 39, Int 21, Wis 28, Cha 24
Skills :
Balance +7 , Bluff +19 , Climb +22 , Concentration +37 , Craft (any one) +28 , Diplomacy +11 , Disguise +7 (+9 acting), Heal +20 , Intimidate +32 , Jump +38 , Knowledge (any one) +28 , Listen +32 , Perform (oratory) +30 , Sense Motive +32 , Search +28 , Spellcraft +17 , Spot +32 , Survival +9 (+11 following tracks), Swim +16
Feats :
Awesome Blow , Blind-Fight , Cleave , Improved Bull Rush , Improved Sunder , Power Attack , Quicken Spell-Like Ability (chain lightning )
Environment :
A chaotic good-aligned plane
Organization :
Solitary or pair
Challenge Rating :
21
Treasure :
Double standard plus +4 half-plate armor and Gargantuan +3 adamantine warhammer
Alignment :
Always chaotic (any)
Advancement :
21-30 HD (Huge); 31-60 HD (Gargantuan)
Level Adjustment :
—
A titan is about 25 feet tall and weighs about 14,000 pounds.
Titans speak Abyssal, Common, Celestial, Draconic, and Giant.
Combat
A titan’s natural weapons , as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction .
Oversized Weapon (Ex )
A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty.
At will—chain lightning (DC 23), charm monster (DC 21), cure critical wounds (DC 21), fire storm (DC 24), greater dispel magic , hold monster (DC 22), invisibility , invisibility purge , levitate , persistent image (DC 22); 3/day—etherealness , word of chaos (DC 22), summon nature’s ally IX ; 1/day—gate , maze , meteor swarm (DC 26). Caster level 20th. The save DCs are Charisma-based.
In addition, titans of good or neutral alignment can use the following additional spell-like abilities
At will—daylight , holy smite (DC 21), remove curse (DC 21); 1/day—greater restoration . Caster level 20th. The save DCs are Charisma-based.
At will—bestow curse (DC 21), deeper darkness , unholy blight (DC 21); 1/day—crushing hand (DC 26). Caster level 20th. The save DCs are Charisma-based.
A titan can assume the form of any Small or Medium humanoid . The titan retains its oversized weapon special attack regardless of form.
Tactics Round-By-Round
Titans enjoy combat and usually close with their foes. If that proves ineffective, they swiftly back off and pelt the foe with spell-like abilities and magical effects. Because of a titan’s Quicken Spell-Like Ability feat, it can use chain lightning as a free action , and frequently attacks in melee while lashing out with this ability at the same time.
Use another quickened chain lightning if foes seem really dangerous.
A titan usually reserves its gate and etherealness abilities to escape a fight that is not going well.