Danava TitanCreature 23
Source Pathfinder Monster Core 2
Perception +41 (darkvision, truesight (precise) 60 feet, wavesense (imprecise) 100 feet)
Languages Chthonian, Common, Empyrean, Thalassic, Telepathy 100 Feet
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; Reflex +37; Will +37; +4 status to all saves vs. mental or divine
HP 470
Speed 50 feet (fly 50 feet, swim 40 feet)
Immunities death effects, disease
Greatclub
+43 (+38, +33) to hit (backswing, magical, reach 40, shove) 2d12 Cold + 4d10+20 BludgeoningFoot
+40 (+36, +32) to hit (agile, reach 30) 2d12 Cold + 4d8+20 BludgeoningBenthic Wave
+40 (+35, +30) to hit (brutal, magical, water) 2d12 Cold + 4d6+20 BludgeoningTelepathy 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.
+4 Status to All Saves vs. Mental or DivineHadalic 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.
RelentlessThe 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
Trigger A creature within 200 feet targets the titan with or includes the titan in the area of an attack, spell, or other effect
Effect The titan makes a benthic wave Strike against the triggering creature. If the Strike hits, the titan disrupts the triggering action.
Trample
Huge or smaller, foot, DC 46 reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
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.
Divine Innate Spells (DC 46, +38 to hit)
1st Level: Heal, Hydraulic Push
2nd Level: Dispel Magic (At Will), Water Walk (Constant)
4th Level: Hydraulic Torrent
5th Level: Control Water (At Will)
6th Level: Truesight (Constant)
7th Level: Eclipse Burst
9th Level: Implosion
Rituals
Resurrect (Doesn't Require Secondary Casters), Binding Circle (Doesn't Require Secondary Casters), Control Weather (Doesn't Require Secondary Casters)
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 beasts, or level whole civilizations in accordance with grand designs they forged at the dawn of time. Others hunt and harvest the balance-enforcing aeons, whom they see as usurpers of their divine responsibility.
Created by ancient deities long before the rise of mortal ancestries, titans united and attempted to overthrow their deific progenitors. The resulting war still figures prominently throughout mortal myths, in which most titans were cast down and imprisoned for eons.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
TitanTitans are enormous, primordial creatures of neargodlike power who predate the mortal races.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.