Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+4 status to all saves vs. mental
Ability
Divine Innate Spells
DC 44; 10th meteor swarm, revival; 8th dispel magic (at will), freedom of movement (at will); 7th plane shift (at will); 6th scrying (×3); 5th sending (×3); Constant (10th) air walk, true seeing
Ability
Divine Rituals
DC 44; 8th freedom
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 44 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round.
Ability
Throw Rock
Ability
Titanic Grasp
The titan makes a fist Strike against a creature affected by their Impossible Stature, even if it's outside of the titan's normal reach. On a hit, the titan automatically Grabs the creature and, if out of their reach, pulls it within reach.
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)
greatpick +41 [+36/+31] (fatal d12, magical, reach 30 feet), Damage 4d10+20 piercing
Offense
Ranged
Circumstance: combat round (ranged)
rock +38 [+33/+28] (brutal, range increment 200 feet), Damage 3d12+20 bludgeoning
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.
Immunity
death effects
disease
Item
+2 greater resilient breastplate
+3 greater striking greatpick
Language
Abyssal
Celestial
Common
telepathy 100 feet
Perception
darkvision
true seeing