Titanic creatures are created as the result of powerful transformation magic as well as forces of nature gone awry. Because of a titanic creature's limited intelligence, it is incapable of perceiving itself as a Gargantuan being and has difficulty interacting with its much "smaller" surroundings. The transformation usually leaves a titanic creature confused or bewildered.
Except for their size, titanic creatures look identical to the smaller creatures they were. Titanic creatures tower over most living things, ranging between 32 and 64 feet in height (or length). They weigh anywhere from 32,000 to more than 200,000 pounds.
Creating A Titanic Creature
"Titanic" is a template than can be applied to any Medium-size or smaller animal or vermin (referred to hereafter as the base creature). It uses all the base creature's statistics and special abilities except as noted here.
Size: Increase to Gargantuan.
Hit Dice: Increase HD to 25.
Speed: Same as base creature or 20 feet, whichever is greater. A titanic creature with flight has clumsy maneuverability
AC: A titanic creature's AC is equal to 10 + the creature's size modifier (always -4 for a Gargantuan creature) + the creature's Dexterity modifier + 20 (natural armor).
Attacks: A titanic creature's base attack bonus (with any attack it is capable of making) is 18 (25 Hit Dice X 3/4). If the base creature has no physical attack that deals damage, assign one natural attack appropriate to the base creature.
Damage: Replace the base creature's damage values with the titanic damage values given below.
|Titanic Damage Values|
Face/Reach: A titanic creature's face/reach is 20 ft. by 20 ft., or 10 ft. by 40 ft., or 20 ft. by 40 ft., depending on its body shape.
Special Attacks: A titanic creature retains the special attacks of the base creature and also gains the abilities and modifications described below.
Area Attacks (Ex): A titanic creature's area attacks (such as a spider's ability to generate webs) increase in size to gigantic proportions. Multiply the height, width, and length of the base creature's area attack by the area modifier given on the Titanic Modifiers table.
Increased Damage (Ex): Damage from a special attack other than poison or trample is tripled, if the attack deals hit point damage.
Poison Increase (Ex): If the base creature has a poison attack, increase the initial and secondary damage to 2d6. The save DC to avoid a titanic creature's poison is 22 + the creature's Constitution modifier.
Trample (Ex): As a standard action during its turn each round, a titanic creature can trample Huge or smaller opponents. This attack deals points of damage equal to 3d8 + 1 1/2 times the creature's Strength bonus. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 22 the titanic creature's Str bonus) for half damage.
Special Qualities: Same as base creature.
|Size of Base Creature||Str||Dex||Con||Area Modifier|
Saves: A titanic creature has a base save bonus of +14 in each category (ability modifiers apply as normal).
Abilities: Strength, Dexterity, and Constitution change as indicated on the Titanic Modifiers table, but the Dexterity score can never be lower than 10. Intelligence, Wisdom, and Charisma are the same as the base creature.
Skills: Same as base creature, adjusted for size and ability score changes.
Feats: A titanic creature receives Great Fortitude as a bonus feat.
Climate/Terrain: Same as base creature.
Organization: Solitary, pair, or cluster (3-5).
Challenge Rating: 13 if base creature's CR is 1 or lower; same as base creature + 13 if base creature's CR is 2 or more.
Treasure: Same as base creature.
Alignment: Same as base creature.
Sample Titanic Creature: Titanic Toad.