Mythic Hekatonkheires (CR 34/MR 10)
XP 1,228,800
CE Colossal outsider (chaotic, evil, mythic)
Init +26;
Senses all-around vision, darkvision,
true seeing; Perception +35
Languages Abyssal, Celestial, Common; telepathy 300 ft.
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AC 59, touch 4, flat-footed 57, combat 71
(+15 armor, +2 Dex, +40 natural, -8 size)
hp 664 (24d10 + 432 + 100); regen 40 (epic); DR 30/epic and lawful
Immune aging, death effects, disease, mind-affecting; SR 45
Fort +32, Ref +12, Will +18
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Speed 60 ft.; air walk
Melee 4 +10 weapons +46 (6d6 + 30 plus hundred-handed whirlwind) or
8 weapons +44 (6d6 + 30)
Vital strike weapon +46 (24d6 + 90 plus hundred handed whirlwind)
Melee slam +36 (4d8 + 30 plus stun)
Ranged rock +18/+13/+8/+3 (4d8 + 30 /18-20)
Space 30 ft.; Reach 30 ft.
Base Atk +24; Combat +52 (+54 bull rush)
Attack Options combat expertise (-7, +7), great cleave, greater vital strike, imp. bull rush, power attack (-7, +21)
Special Actions mythic power (10/day, 1d12), rock throwing (200 ft.), stunning slam
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Spell-Like Abilities (Caster level 30th, Concentration +39)
Constant - air walk, spell turning, true seeing
At will - bestow curse (DC 23), break enchantment, chain lightning (DC 25), greater dispel magic, find the path, sending
3/day - greater scrying (DC 26), heal, mass suggestion (DC 25)
1/day - dominate monster (DC 28), greater spell immunity, imprisonment (DC 28), storm of vengeance (DC 28)
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Abilities Str 50, Dex 15, Con 47, Int 22, Wis 19, Cha 28
SQ amazing initiative, mythic hands of war, planar leap, precision (x3), to the death
Feats Alertness, Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Great Cleave, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Mythic Feats Combat Reflexes, Improved Vital Strike, Power Attack, Vital Strike
Skills Acrobatics +29 (+41 jumping), Athletics +47, Bluff +36, Craft (weapon) +33, Diplomacy +33, Escape Artist +29, Intimidate +36, Knowledge (history) +30, Knowledge (planes) +33, Perception +35, Sense Motive +35, Survival +28
Treasure triple (50-100 various weapons, other treasure)
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Mythic Hands of War (Su) Any weapon a hekatonkheires wields gains a +10 enhancement bonus while the titan holds it. A hekatonkheires’s attacks are treated as epic and evil for the purposes of overcoming damage reduction. In addition, a hekatonkheires’s multitude of arms allows it to effectively block attacks, granting it a +15 armor bonus to its AC.
Hundred-Handed Whirlwind (Ex) A hekatonkheires carries several dozen weapons of various types in its hundred hands, but when it attacks in melee, you don’t have to resolve each of these as a separate attack. Instead, when the titan attacks with its weapons, it rolls its attacks normally (either one attack for a standard action, or four as a full-round action) and hits every creature in its reach each time an attack roll exceeds that creature’s AC. If any such attack roll results in a possible critical hit, the critical is applied to one creature of the hekatonkheires’s choosing. The hekatonkheires can choose to deal bludgeoning, piercing, or slashing damage as a free action on each separate hit. A mythic hekatonkheires can also make four additional attacks as if it were two weapon fighting with a -2 penalty.
Planar Leap (Su) A hekatonkheires traverses the planes by physically smashing through planar boundaries and crashing devastatingly into the target plane itself. Once per year as a full-round action, a hekatonkheires can, as part of a jump, plane shift to any other plane (as per the spell of the same name). It can only bring itself and its gear when it travels in this manner. When the hekatonkheires reaches its destination plane, it falls from the sky and crashes to the ground, creating a devastating explosion of thunder and ire. Any creature within 300 feet of the point where the hekatonkheires lands (including the titan itself) takes 30d10 points of bludgeoning damage and 30d10 points of sonic damage (Reflex DC 40 for half). The save DC is Constitution-based.
Stunning Slam (Ex) As a standard action, a hekatonkheires may forgo any weapon attacks to make a single slam attack against all creatures in reach. If it hits, the targets take damage and must succeed at a DC 42 Fortitude save to avoid being stunned for 1d6 rounds. The save DC is Strength-based.
To the Death A mythic hekatonkheires below 0 hit points doesn’t fall unconscious and or take damage from acting normally. It does not die until its total number of negative hit points is equal to or greater than three times its Constitution score. (-141 for most mythic hekatonkheires) When finally slain, the corpse falls through the planar barriers, automatically triggering an explosion (as detailed in planar leap) on both the destination and origin plane.