Titan
Huge Outsider (Chaotic, Extraplanar) — CR 21
Titan is a D&D 3.5 monster from MM, p. 242. CR 21, HD 20d8+280 (370 hp).
- Hit Dice
- 20d8+280 (370 hp)
- Initiative
- +1
- Speed
- Land 40 ft, in half-plate armor; base 60 ft.
- Armor Class
- 38, touch 8, flat-footed 38
- Base Attack / Grapple
- +20/+40
- Attack
- Gargantuan +3 adamantine warhammer +37 melee (4d6+27/x3) or +3 javelin +22 ranged (2d6+19) or slam +34 (1d8+16)
- Full Attack
- Gargantuan +3 adamantine warhammer +37/+32/+27/+22 melee (4d6+27/x3) or +3 javelin +22 ranged (2d6+19) or 2 slams +34 (1d8+16)
- STR
- 43
- DEX
- 12
- CON
- 39
- INT
- 21
- WIS
- 28
- CHA
- 24
- Fort / Ref / Will
- +26 / +13 / +21
- Challenge Rating
- 21
- Alignment
- Always Chaotic
- Organization
- Solitary or pair
- Treasure
- Double standard plus +4 half-plate armor and Gargantuan +3 adamantine warhammer
- Environment
- Olympian Glades of Arborea
- Level Adjustment
- —
- Spell Resistance
- 32
- Caster Level
- 20
Special Abilities
Feats
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.
Description
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.
A titan is about 25 feet tall and weighs about 14,000 pounds.
Titans speak Abyssal, Common, Celestial, Draconic, and Giant.
Combat
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.
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.
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); 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—crushing hand (DC 26). Caster level 20th. The save DCs are Charisma-based.
Change Shape (Su): 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.
- Prior to combat: Invisibility purge or invisibility.
- Round 1: Charge and attempt to sunder the weapon of the most dangerous foe. Hurl chain lightning at opponents standing away from the fight.
- Round 2: Full attack against the disarmed opponent, and hurl chain lightning at other opponents.
- Round 3: Back away from first opponent and use maze or meteor swarm on any spellcaster causing trouble.
- Round 4: Sunder the weapon of the next most effective combatant, or use greater dispel magic on all nearby opponents.
- Round 5: Full attack against any nearby opponent, or use fire storm. 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.