Thanatotic Titan
This titanic, armored figure wields an immense axe. Its hands end in claws, and its voice thunders with ruinous power.
Thanatotic Titan (CR 22)
Colossal Outsider (Chaotic, Evil, Extraplanar)Alignment: Chaotic Evil
Initiative: +4
Senses: Darkvision 120 feet, True Seeing; Perception +31
Speed: 60 feet (40 feet in armor)
Space: 30 feet
Defense
Armor Class: 38, touch 2, flat-footed 38 (+12 armor, +24 natural, -8 size)Hit Points: 471 (23d10+345)
Saving Throws: Fort +22, Ref +15, Will +20; +8 resistance vs. mind-affecting
Damage Reduction: 15/lawful and epic
Immunity: aging, death effects, disease
Spell Resistance: 33
Offense
Melee: +3 unholy battleaxe +37/+32/+27/+22 (6d6+22/19-20/x3), claw +29 (2d8+9) or 2 claws +34 (2d8+19)Reach: 30 feet
Ranged: rock +16/+11/+6/+1 (4d6+28)
Special Attacks: godslayer, rock-throwing (100 ft.), Trample (2d8+28, DC 40)
Spell-Like Abilities (CL 20th; Concentration +27):
- Constant- Air Walk, Mind Blank, Spell Turning, True Seeing
- At Will- Bestow Curse (DC 21), Break Enchantment, Divination, Dispel Magic, Greater, Sending
- 3/day- Disintegrate (DC 23), Scrying, Greater (DC 24), Heal, Suggestion, Mass (DC 23)
- 1/day- Planar Ally, Greater, Imprisonment (DC 26), Meteor Swarm (DC 26), True Resurrection
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
49 (+19) | 10 (+0) | 41 (+15) | 27 (+8) | 20 (+5) | 24 (+7) |
CMB +50
CMD 60
Feats: Awesome Blow, Bleeding Critical, Critical Focus, Greater Vital Strike, Powerful Maneuvers, Improved Critical (Battleaxe), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Vital Strike
Skills: Bluff +33, Craft (any one) +34, Diplomacy +30, Intimidate +30, Knowledge (arcana, history, and planes) +34, Knowledge (religion) +31, Perception +31, Perform (any one) +30 , Sense Motive +31, Spellcraft +34, Stealth +5, Use Magic Device +33
Languages: Abyssal, Celestial, Common; telepathy 300 ft.
Special Qualities: Change Shape (any humanoid, alter self )
Special Abilities
Godslayer (Su)
When a thanatotic titan damages a creature capable of casting divine spells, that creature must make a DC 28 Will save or be unable to cast any divine spells for 1d4 rounds and be shaken. If the save is successful, the creature struck is merely shaken for 1 round. A thanatotic titan's attacks are treated as epic and evil for the purposes of overcoming damage reduction. The save DC is Charisma-based.Ecology
Environment: Any, AbyssOrganization: solitary, pair, or war band (3-6)
Treasure: standard (+3 full plate, +3 unholy battleaxe, other treasure)
Some believe that the titans were the first children of the gods-if this myth is true, then the fact that they waged war upon the gods becomes even more tragic. After they were betrayed to the gods by their own kin, the Thanatotic titans were banished into the Abyss. Today, they seethe with jealousy that their Elysian kin are allowed to wander the planes at will, while they can leave their Abyssal realm only by stealth.
Now, these powerful outsiders spend much of their time brooding, fighting among themselves, and waging war for control of Abyssal realms against the legions of various demon lords. Thanatotic titans see themselves as the true icons worthy of worship. Some work to found personal cults among mortals, while others simply wage unending crusades against the minions of the gods.