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Hekatonkheires Titan

Creature 24 (rare) — aberration, titan

AnvilCrasherLANDAERIALaberrationtitanforceplanar

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; darkvision, truesight 60 feet
Languages aklo, chthonian, common, empyrean; Telepathy 100 feet
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 +4 status to all saves vs. mental or divine
HP 500
Immunities death-effects, disease
Speed 60 feet, fly 60 feet (unfettered movement)

Offense

Melee Empty Weapon (magical, reach-50, versatile-p, versatile-s) +45, Damage 4d12+18 bludgeoning
Ranged Empty Weapon (magical, thrown-200, versatile-p, versatile-s) +43, Damage 4d12+18 bludgeoning

Abilities

Telepathy 100 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
+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.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Demolish VeilFrequency 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.
Occult Innate Spells DC 48, attack +40
9th Phantasmagoria, Seize Soul
7th Interplanar Teleport
6th Truesight (Constant)
4th Translocate, Unfettered Movement (Constant)

WORKS WELL WITH

SniperLAND / AERIALA ranged attacker can punish a backline while this titan's huge reach and extra reactions keep the front line pinned in melee.
SnareLAND / AERIALA controller that leaves a foe Off-Guard turns the titan's massive Strikes into far more consistent critical hits.
WeaverLAND / AERIALA caster layering extra debuffs compounds the pressure from the titan's own Will-based aura on the same priority target.

PUNISHES

✖ scattering across the battlefield✖ kiting✖ low Will saves
A second reach-based Anvil is redundant, since this titan's threatened area already dominates the battlefield.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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