Titan, Thanatotic
System: Pathfinder | SRD
Titan, Thanatotic
CR 22
CE
Outsider (chaotic, evil, extraplanar)
Colossal
Init +4
;
Senses darkvision 120 ft., true seeing; Perception +31
Defense
AC 38, touch 2, flat-footed 38 (+12 armor, +24 natural, -8 size)
hp 471 (23d10+345)
Fort +22
Ref +15
Will +20; +8 resistance vs. mind-affecting
DR 15/lawful and epic
Immune aging, death effects, disease
SR 33
Offense
Speed 60 ft. (40 ft. in armor)
Melee +3 unholy battleaxe +37/+32/+27/+22 (6d6+22/19-20/×3), claw +29 (2d8+9) or<p class="stat-block-2">2 claws +34 (2d8+19)</p>
Ranged rock +16/+11/+6/+1 (2d6+19)
Space 30 ft.
;
Reach 30 ft.
Special Attacks godslayer, rock-throwing (100 ft.), trample (2d8+28, DC 40)
CMB +50
CMD 60
Statistics
Str 49,
Dex 10,
Con 41,
Int 27,
Wis 20,
Cha 24
Base Atk +23
Feats Awesome Blow, Bleeding Critical, Critical Focus, Greater Vital Strike, Improved Bull Rush, Improved Critical (battleaxe), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
Skills Bluff +33, Craft (any one) +34, Diplomacy +30, Intimidate +30, Knowledge (arcana, history, places) +34, Knowledge (religion) +31, Perception +31, Sense Motive +31, Spellcraft +34, Stealth +5, Use Magic Device +33
Languages Abyssal, Celestial, Common; telepathy 300 ft.
SQ change shape (any humanoid, alter self)
Special Abilities
Godslayer (Su) When a thanatotic titan damages a creature capable of casting divine spells, that creature must make a DC 28 Will save or be unable to cast any divine spells for 1d4 rounds and be shaken. If the save is successful, the creature struck is merely shaken for 1 round. A thanatotic titan's attacks are treated as epic and evil for the purposes of overcoming damage reduction. The save DC is Charisma-based.
This titanic, armored figure wields an immense axe. Its hands end in claws, and its voice thunders with ruinous power.