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Titan

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/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/3) or +3 javelin+22 ranged (2d6+19) or 2 slams +34 (1d8+16)
Space/Reach:15 ft./15 ft.
Special Attacks:Oversized weapon, spell-like abilities
Special Qualities: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 armorand 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.

**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—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 lightningas a free action, and frequently attacks in melee while lashing out with this ability at the same time.

Prior to combat: Invisibility purgeor invisibility.

*Round 1:*Charge and attempt to sunder the weapon of the most dangerous foe. Hurl chain lightningat opponents standing away from the fight.

*Round 2:*Full attack against the disarmed opponent, and hurl chain lightningat other opponents.

*Round 3:*Back away from first opponent and use mazeor meteor swarmon any spellcaster causing trouble.

*Round 4:*Sunder the weapon of the next most effective combatant, or use greater dispel magicon all nearby opponents.

*Round 5:*Full attack against any nearby opponent, or use fire storm.

Use another quickened chain lightningif foes seem really dangerous.

A titan usually reserves its gateand etherealnessabilities to escape a fight that is not going well.