Titan (CR 21)
AC: 38 (-2 size, +19 natural, +11 +4 half-plate armor), touch 8, flat-footed 38
Hit Dice: 20d8+280 (370 hp); DR: 15/lawful
Fort +26, Ref +13, Will +21
Speed: 60 ft. (40 ft. in half-plate armor)
Space: 15 ft./15 ft.
Base Attack +20; Grapple +44
Attack: Gargantuan +3 adamantine warhammer +31 melee; or +3 javelin +22 ranged or slam +34
Full Attack: Gargantuan +3 adamantine warhammer +31/+32/+27/+22 melee; or +3 javelin +22 ranged or 2 slams +34
Damage: Gargantuan +3 adamantine warhammer 4d6+27/x3; +3 javelin 2d6+19, slam 1d8+16
Special Attacks/Actions: Oversize weapon, Spell-like abilities
Abilities: Str 43, Dex 12, Con 39, Int 21, Wis 28, Cha 24
Special Qualities: SR 32
Feats: Awesome Blow; Blind-fight; Cleave; Improved Bull Rush; Improved Sunder; Power Attack; Quicken Spell-Like Ability (chain lightning)
Skills: Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Search +28, Sense Motive +32, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), and Swim +36
Advancement: 21-30 HD (Huge); 31-60 HD (Gargantuan)
Climate/Terrain: Olympian Glades of Arborea
Organization: Solitary or pair
Treasure/Possessions: Double standard plus +4 half-plate armor and Gargantuan +3 adamantine warhammer
Change Shape (Su): A titan can assume the form of any Small or Medium humanoid. The titan retains its oversized weapon special attack regardless of form.
Spell-Like Abilities: At will - bless, charm person or animal, commune with nature, cure light wounds, eyebite, fire storm, halt undead, hold monster, invisibility, levitate, light, magic circle against evil, mirror image, pass without trace, persistent image, produce flame, summon nature's ally II, remove curse, remove feat, shield, speak with plants, summon swarm, and whispering wind; 2/day - astral projection and etherealness. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level). Once every other round, a titan can use holy smite as a 20th-level cleric.
Spells: A titan can use arcane spells as a 20th-level wizard or divine spells as a 20th-level cleric, from the cleric list and from the Chaos and Good domains.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.