As promised last week, more giant creature vs Mech action! This week we are looking at the Titan creature graft from Kaiju, Titans, and other Big Stuff. Just like the Kaiju creature graft from last week, the Titan graft is going to need an update to make it Mech combat ready.
There is a lot of variation in Kaiju, both in terms of size and potential threat. The same is not really true for Titans. Before the rise of mortals the Titans served the Gods as direct servitors in the creation of all reality. For reasons lost to time, they rebelled and went to war with the Gods, and the part that should be stressed is that it wasn’t some moments long skirmish or brief act of defiance. The Titans warred against the Gods with real possibility of victory, laying waste to vast swaths of reality in the process. They lost, and were imprisoned (see the Endless Horizon posts for more details.) but remain just next to Gods in power. Titans are epic threats, and can be defeated but never destroyed.
So, with that said, let’s get to the graft.
CREATURE TYPE GRAFT
Titans are primordial creatures of near-godlike power who predate the mortal races. During the Age of Creation, the gods formed the titans from the raw substance of the planes to help them refine and develop the new, and still roughly-formed multiverse. For unknown reasons, the titans rebelled against their progenitors, declaring themselves the true lords of creation. Entire planes were destroyed in the ensuing war, but in the end the gods emerged victorious, banishing and imprisoning their rebellious children.
In general, Titans should be CR 15 or higher, baring extraordinary circumstance. Titans should be at least Gargantuan, and many are larger than that.
Stats: like a NPC mech, a Titan draws stats from its CR in a different way (though less so. They are epic foes.) Hit points are at CR, but all other numbers are drawn at CR-1. So a CR 15 spellcaster has 235 HP, but its EAC is only 27. They also receive one fewer special ability, to compensate for all the abilities provided by the creature type graft.
Traits: See in darkness, untyped damage reduction of at least 15, fast healing of their CR or regeneration of half their CR, resistance of at least 15 to all or nearly all energy types, immunity to at least one energy type, as well as immunity to ability damage, ability drain, aging, death effects, disease, paralysis, permanent wounds, petrification, poison, polymorph, and fear. They also have the following abilities –
Action surge (Ex): Titans are able to make three standard actions and two move actions on their turn. They obey the same rules as Mechs though, in that they cannot do more than one standard or full attack with any one natural weapon or ability. A Titan of CR 17 or higher should have at least four standard and three move actions.
Frightful Presence (Su): Titans are awe inspiring terrors. Range equal to CR x10 ft., DC by CR.
Hurl Debris (Ex): The mighty strength of a Titan allows it to turn nearly anything into a ranged weapon. Spending a move and a standard (or two standard) actions, the Titan grabs a nearby object and throws it as a ranged attack with a range increment of 30 feet. The object can be, at largest, two size categories smaller than the kaiju. For an object of the maximum size or next smallest size, the attack deals medium damage to the thrown object and the target as if it were a mech weapon with a level equal to the Titan’s CR. For any smaller objects, the weapon deals light mech weapon damage instead.
A Titan can use this ability to grab and throw a creature or moving vehicle within reach, but to do so, the Titan must also succeed at a grapple combat maneuver against the creature to be thrown. If the combat maneuver fails, the hurl action fails, but the Titan gains a move action (effectively wasting a standard action)
Massive (Ex): Because Titans are so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to a Titan’s movement, though settlements or areas of forest are considered difficult terrain to a Titan. A Huge or smaller creature can move through any square occupied by a Titan, and vice versa. A Titan can make attacks of opportunity only against foes that are Huge or larger and can be flanked only by Huge or larger foes. A Titan gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Huge or smaller creature to climb a Titan—this generally requires a successful DC 30 check, and unlike the normal rules about Titans and attacks of opportunity, a Small or larger creature that climbs on a Titan’s body provokes an attack of opportunity from the monster.
Spell resistance (Ex): Titans naturally resist any attempt to alter their space in reality. Equal to 11 + the titan’s CR.
True seeing (Su): Titans continuously use this ability, as the spell.
Undying (Ex): Titans are part of the very fabric of the multiverse and cannot be slain. Disintegration can harm, but not destroy them. Miracle, Wish, or Warp Reality cannot slay them, and even deific power cannot truly kill a titan, only maim or imprison. If brought to zero hit points the titan is considered unconscious and heals as normal from its fast healing or regeneration. If put into an area where they take continuous damage that does not allow them to heal up to consciousness, after a minute the titan dissolves and reforms 1d12 hours later somewhere on the same plane that they can exist without taking continuous damage.
Unstoppable (Ex): If a titan starts its turn suffering from any or all of the following conditions, it recovers from them at the end of its turn: blind, confused, dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, staggered, and stunned.
Adjustments: +2 to one type of saving throw, +1 to attack rolls
You’ve got the general idea there, but let’s put that together into a creature. Just a little Titan though.
BIA, TITAN OF MIGHT
LE Gargantuan titan
Init +2; Senses see in darkness, true seeing; Perception +30
Aura frightful presence (150 ft., DC 23)
EAC 27; KAC 28
Fort +14; Ref +12; Will +17
Defensive abilities regeneration 8, undying, unstoppable; DR 15/-; Immunities acid, ability damage, ability drain, aging, death effects, disease, paralysis, permanent wounds, petrification, poison, polymorph, and fear; Resistance cold, electricity, fire, sonic 15; SR 26
Speed 65 ft., climb 40 ft., swim 40 ft.
Melee 2x slam +24 (6d6+22 B, staggered)
Space 20 ft.; Reach 20 ft.
Offensive Abilities action surge (3 standard, 2 move), hurl debris
Spell-like Abilities (CL 14th)
1/day telekinesis (DC 24), wall of force
3/day cosmic eddy, dimension door, flight (4th), resilient sphere (DC 23)
At will etheric shards (DC 22), magic missile, psychokinetic hand
Str +8; Dex +2; Con +6; Int +8; Wis +4; Cha +0
Skills Athletics +25, Mysticism +30, Intimidate +25
Other Abilities no breath, massive, true seeing
Crushing forces (Su) As a standard action, Bia can squeeze the internal organs or workings of a target within 60 feet, causing it to have difficulty maintaining its normal functionality. The target must succeed at a DC 22 Fortitude save or become stunned for 1 round. This ability also affects constructs. Bia can maintain this effect as a move action each round, but the target is only staggered and can attempt a new saving throw each round to end the effect. Once a creature succeeds at this save or the effect ends, Bia can’t target that creature with crushing force again for 24 hours.
Shield of force (Su) as a move action, Bia can create a disk of massive force that is capable of deflecting incoming attacks. Choose one edge of Bia’s space. The shield extends along three continuous edges in a straight line centered on the chosen edge. The shield provides cover against attacks coming from its far side, but not against attacks originating from Bia’s side. If Bia moves, they can reposition their shield as part of their move action, moving it to a different edge of their space. They must use one of their hands to direct and maintain an active shield of force. This shield of force lasts 1 round
Bia is a lesser Titan who embodies unseen forces. A brilliant strategist and immortal, he has forgotten more tricks and schemes than most mortals can dream of.
As always, if you like this or any of the other content here on Solo Run Studio I would welcome a little of your support through Ko-fi.
Until next time Starfinders!
Artist and Writer