Hekatonkheires Titan
Creature 24 (rare) — aberration, titan
The first three hekatonkheires were meant to guard the gates to the Outer Rifts, but they proved too terrifying and rebellious—and so, in disgust, the gods cast them into the gulfs between the planes. Hekatonkheires titans are incomplete, monstrous progeny of the original three, from whom these titans calved like icebergs. Hekatonkheires wield interstellar darkness as a weapon and spurn the limits of physical reality, literally reaching through space with their countless arms. Filled with a driv
Source: pathfinder-monster-core-2
Perception +43
Skills acrobatics +42, athletics +48, intimidation +45, occultism +41, survival +39
Str
+12
Dex
+10
Con
+12
Int
+7
Wis
+7
Cha
+9
AC 52
Fort +44
Ref +40
Will +37
HP 500
Immunities death-effects, disease
Speed 60 feet, fly 60 feet
Offense
Melee Empty Weapon +45, Damage 4d12+18 bludgeoning
Ranged Empty Weapon +43, Damage 4d12+18 bludgeoning
Abilities
Telepathy 100 feet (aura, magical, mental) — Telepathy
All-Around Vision — All Around Vision
+4 Status to All Saves vs. Mental or Divine —
Impossible Stature (aura, divine, illusion, mental) — 120 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 48 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round.
Reactive Strike — The hekatonkheires gains 99 extra reactions on their turn that they can use only to make Reactive Strikes.
Reactive Strike
Demolish Veil — Frequency once per month
Trigger The titan casts Interplanar Teleport
Effect The titan arrives in a storm of shattered planar barriers. This has the effects of a 10th-rank Wrathful Storm.
Hundred-Dimension Grasp — The titan reaches between realities to drag foes closer. They attempt an Athletics check and compare the result to the Fortitude DCs of all foes within 120 feet. On a success, a foe is teleported to any square the titan chooses within 120 feet; on a critical success, it's also Paralyzed for 1 round. The titan can Grab any foe brought within 30 feet as a free action.
Hundred-Handed Whirlwind — The titan overwhelms opponents with blows both conventional and interplanar. They make one empty weapon Strike against each foe within reach. Even on a failed attack (but not a critical failure), the titan deals 24 force damage to the target. This counts as three attacks for the titan's multiple attack penalty, but the penalty doesn't increase until all attacks have been made.
Send Beyond —
Shape Emptiness — The titan molds a weapon from interstellar darkness. This empty weapon is a +3 major striking weapon in any form. The titan can't be disarmed of this weapon and it deals an additional 2d12 force damage. If Released, an empty weapon vanishes.
Spells
Phantasmagoria (rank 9)
Seize Soul (rank 9)
Interplanar Teleport (rank 7)
Truesight (Constant) (rank 6)
Translocate (rank 4)
Unfettered Movement (Constant) (rank 4)
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