Hekatonkheires Titan

Hekatonkheires Titan

Creature 24

Perception +43; darkvision, 

Languages Abyssal, Aklo, Celestial, Common; 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, all-around vision; Fort +44, Ref +40, Will +37; +4 status to all saves vs. mental or divine

HP 500; Immunities death effects, disease

Impossible Stature (aura, illusion, occult, mental) 120 feet. As Elysian titan, except DC 48.

Attack of Opportunity  The hekatonkheires gains 99 extra reactions on their turn that they can only use to make Attacks of Opportunity.

Speed 60 feet; 

Melee void weapon +45 (magical, reach 50 feet, versatile P, versatile S), Damage 4d12+18 bludgeoning plus 2d12 force

Ranged void weapon +43 (magical, thrown 200 feet, versatile P, versatile S), Damage 4d12+18 bludgeoning plus 2d12 force

Occult Innate Spells DC 48; 9th 

, , , ; Constant (10th) ,

Demolish Veil Frequency once per month; Trigger The titan casts 

; Effect The titan arrives in a storm of shattered planar barriers. This has the effects of a 10th-level .

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 void 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.

Send Beyond Requirements The titan has a creature grabbed; Effect The titan thrusts the creature into a nightmare realm full of lightless hands and eyes. This has the effects of 

(DC 48), but the creature can use Occultism to escape in addition to Perception or Survival. The titan can’t use Send Beyond for 1d4 rounds.

Shape Void The titan molds a weapon from interstellar darkness. This is a +3 major striking weapon in any form. It can’t be disarmed and deals an additional 2d12 force damage. If Released, a void weapon vanishes.

Hekatonkheires Titan

The first three hekatonkheires were meant to guard the gates to the Abyss, 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 drive to either discover their lost identity or create their own, they metaphysically disembowel ancient beings and cosmic magics—using the entrails to find clues regarding their own nature and parentage or to serve as raw materials for fueling some alien apotheosis.