🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Skeletal TitanCreature 13


GargantuanMindlessSkeletonUndeadUnholy
Source Pathfinder Monster Core 2
Perception +19 (darkvision)
Languages none
Skills Athletics +28
Str +9, Dex +3, Con +4, Int -5, Wis +2, Cha -1

AC 33; Fort +23; Reflex +24; Will +21;
HP 210 (void healing)
Speed 40 feet (fly 20 feet)
Immunities death effects, disease, paralyzed, poison, unconscious, bleed
Resistances Cold 10, Electricity 10, Fire 10, Piercing 15, Slashing 15

Mountain Sword One Action +26 (+21, +16) to hit (reach 20) 3d12+13 Bludgeoning
Claw One Action +26 (+22, +18) to hit (agile, reach 15, unarmed) 3d8+13 Bludgeoning
Foot One Action +26 (+21, +16) to hit (reach 15, unarmed) 3d8+13 Bludgeoning
Bone One Action +24 (+19, +14) to hit (brutal) 2d10+13 Bludgeoning

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Bone Debris

The bones a skeletal titan throws are large enough to clutter the battlefield. When the skeletal titan hits a creature with a bone attack, the projectile becomes difficult terrain in the square the creature occupies (or, if the creature occupies more than one square, one square it occupies of the titan's choice). If the titan misses with a bone attack, instead a random square adjacent to the creature becomes difficult terrain.

Mountain Slam Three Actions

The skeletal titan slams its mountain sword into the ground. The shock wave reverberates, dealing (3d12+13) bludgeoning damage to all creatures in a 20-foot line (DC 33 reflex save). A creature that fails its save is also knocked Prone.

Trample Three Actions

Huge or smaller, foot, DC 33 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).


Divine Innate Spells (DC 31, +21 to hit)

4th Level: Fly (Constant)


Only the powerful and foolish would raise the bones of a mighty titan or similarly gargantuan creature as a skeleton. Skilled practitioners see this as a waste of a powerful body and instead imbue them with magic that allows them to fly. The wise know it's nearly impossible to control such a colossus and that it's just as likely to crush its creator underneath its mighty foot as it is to smite their foes.


Among the ranks of the dead, none are so numerous, nor so varied, as the skeleton. While most are almost entirely made from bone, some maintain a few scraps of flesh to aid them in movement, such as wing membranes.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

Skeleton

This undead is made by animating a dead creature's skeleton with void energy. An ability with this trait can be used or selected only by skeletons.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.