Titan (preview)

Huge Outsider (Chaotic, Extraplanar)
Hit Dice: 20d8+280 (370 hp)
Initiative: +1
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 (1d8+16)
Space/Reach: 15 ft./15 ft.
Special Attacks: Oversized weapon, spell-like abilities
Feats: Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning)
Environment: Olympian Glades of Arborea
Organization: Solitary or pair
Challenge Rating: 21
Alignment: Always chaotic (any)
Advancement: 21-30 HD (Huge); 31-60 HD (Gargantuan)
Level Adjustment: --

This being looks like a giant-sized human of great physical strength and beauty. It carries an enormous warhammer. It seems very lively and self-assured.

Titans are statuesque beings of heroic proportions. They have agile minds and powerful bodies. Many come from the plane of Arborea.

Titans favor heavy armor crafted in ancient designs. They wear rare and valuable jewelry and generally make themselves seem beautiful and overpowering.

Titans are wild and chaotic, masters of their own fates. They are closer to the wellsprings of life than mere mortals and so revel in existence. They are prone to more pronounced emotions than humans and can experience deitylike fits of rage. Many titans are powerful servants of good, but in ages past the race of titans rebelled against the deities themselves, and a number of titans turned to evil. An evil titan is an indomitable tyrant who often masters entire kingdoms of mortals.




Titans can wreak havoc with their massive warhammers, which are sometimes referred to as "mauls of the titans." In addition to their considerable battle prowess, titans possess great speed and considerable magical power.



Spell-Like Abilities: 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), polymorph (humanoid forms only, duration 1 hour); 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.

Titans of evil alignment can use the following additional spell-like abilities: At will -- bestow curse (DC 21), deeper darkness, unholy blight (DC 21); 1/day -- Bigby's crushing hand (DC 26). Caster level 20th. The save DCs are Charisma-based.

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.

  • Prior to combat: Invisibility purge or invisibility.
  • Round 5: Full attack against any nearby opponent, or use fire storm. Use another quickened chain lightning if foes seem really dangerous.


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