Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+4 status to all saves vs. mental or divine
Ability
Divine Innate Spells
DC 46, attack +38; 10th implosion; 9th control water (at will), dispel magic (at will), eclipse burst (×3), heal (×3), hydraulic push (×3), hydraulic torrent (×3); Constant (10th) air walk, true seeing, water walk
Ability
Hadalic Presence
(divine, illusion, mental, water) Creatures that fail their Will save against the titan's Impossible Stature aura also experience the crushing depths and darkness of the ocean floor. Such creatures see as if in an area of darkness (10th level), and the titan can use their wavesense to detect such creatures as a precise sense, even if neither are in water. On a critical failure, the creature is also immobilized.
Ability
Impossible Stature
(aura, divine, illusion, mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 46 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round.
Ability
Relentless
The titan is as ever-moving as ocean waves. They're permanently quickened 1, and the extra action can only be used to Stride, Strike, or Sustain a Spell, or as one of the actions necessary to Cast dispel magic.
Ability
Rituals
DC 46, doesn't require secondary casters; 8th control weather; 6th planar binding; 5th resurrect
Ability
Roiling Rebuke [Reaction]
Circumstance: Trigger: A creature within 200 feet targets the titan with or inc
The titan makes a benthic wave Strike against the triggering creature. If the Strike hits, the titan disrupts the triggering action.
Ability
Trample
Huge or smaller, foot, DC 46
Ability
Wide Cleave
The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan's multiple attack penalty.
Offense
Melee
Circumstance: combat round (melee)
greatclub +43 [+38/+33] (backswing, magical, reach 40 feet, shove), Damage 4d10+20 bludgeoning plus 2d12 cold
Offense
Ranged
Circumstance: combat round (ranged)
benthic wave +40 [+35/+30] (brutal, magical, range 200 feet, water), Damage 4d6+20 bludgeoning plus 2d12 cold
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Titan
Titans are enormous, primordial creatures of neargodlike power who predate the mortal races.
Trait
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Immunity
death effects
disease
Item
+3 major striking greatclub
Language
Abyssal
Aquan
Celestial
telepathy 100 feet
Perception
darkvision
true seeing
wavesense (imprecise) 100 feet