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Danava Titan

Creature 23 (rare) — humanoid, titan, water

Danava titans once regulated the foundational forces that shaped reality. Rebuked by the gods for being harsh and inflexible overseers, these spurned titans joined their siblings in the failed war against their creators. Defeated, the danavas were cast into the paralyzing depths of the cosmos's seas. The few danava titans who have escaped now wield the cold, darkness, and crushing pressure of their prisons in pursuit of their ancient visions of reality. Danavas split mountains, wake primordial b

Source: pathfinder-monster-core-2

Perception +41
Skills acrobatics +39, arcana +43, athletics +46, crafting +43, nature +41, occultism +43, religion +41, society +43
Str
+11
Dex
+8
Con
+10
Int
+10
Wis
+8
Cha
+6
AC 49 Fort +41 Ref +37 Will +37
HP 470
Immunities death-effects, disease
Speed 50 feet, fly 50 feet, swim 40 feet

Offense

Melee Greatclub +43, Damage 2d12 cold plus 4d10+20 bludgeoning
Melee Foot +40, Damage 2d12 cold plus 4d8+20 bludgeoning
Ranged Benthic Wave +40, Damage 2d12 cold plus 4d6+20 bludgeoning

Abilities

Telepathy 100 feet (aura, magical, mental) — Telepathy
+4 Status to All Saves vs. Mental or Divine
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 rank), 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.
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.
Relentless — The titan is as ever-moving as ocean waves. They're permanently Quickened, and the extra action can be used only to Stride, Strike, or Sustain a Spell, or as one of the actions necessary to cast Dispel Magic.
Roiling Rebuke
Trample — Huge or smaller, foot, DC 46 Reflex Trample
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, but the penalty doesn't increase until all attacks have been made.

Spells

Implosion (rank 9)
Control Weather (Doesn't Require Secondary Casters) (rank 8)
Eclipse Burst (rank 7)
Binding Circle (Doesn't Require Secondary Casters) (rank 6)
Truesight (Constant) (rank 6)
Control Water (At Will) (rank 5)
Resurrect (Doesn't Require Secondary Casters) (rank 5)
Hydraulic Torrent (rank 4)
Dispel Magic (At Will) (rank 2)
Water Walk (Constant) (rank 2)
Heal (rank 1)
Hydraulic Push (rank 1)

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