CE Colossal outsider (chaotic, evil, extraplanar)
Init +4; Senses darkvision 120 ft., true seeing; Perception +31
AC 38, touch 2, flat-footed 38 (+12 armor, +24 natural, –8 size)
hp 471 (23d10+345)
Fort +22, Ref +15, Will +20; +8 resistance vs. mind-affecting
DR 15/lawful and epic; Immune aging, death effects, disease; SR 33
Speed 60 ft. (40 ft. in armor)
Melee +3 unholy battleaxe +37/+32/+27/+22 (6d6+22/19–20/×3), claw +29 (2d8+9) or 2 claws +34 (2d8+19)
Ranged rock +16/+11/+6/+1 (4d6+28)
Space 30 ft.; Reach 30 ft.
Special Attacks godslayer, rock throwing (100 ft.), trample (2d8+28, DC 40)
Spell-Like Abilities (CL 20th; concentration +27)
Constant—air walk, mind blank, spell turning, true seeing
At will—bestow curse (DC 21), break enchantment, divination, greater dispel magic, sending
3/day—disintegrate (DC 23), greater scrying (DC 24), heal, mass suggestion (DC 23)
1/day—greater planar ally, imprisonment (DC 26), meteor swarm (DC 26), true resurrection
Str 49, Dex 10, Con 41, Int 27, Wis 20, Cha 24
Base Atk +23; CMB +50; CMD 60
Feats Awesome Blow, Bleeding Critical, Critical Focus, Greater Vital Strike, Improved Bull Rush, Improved Critical (battleaxe), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
Skills Bluff +33, Craft (any one) +34, Diplomacy +30, Intimidate +33, Knowledge (arcana, history, and planes) +34, Knowledge (religion) +31, Perception +31, Perform (any one) +30, Ride +18, Sense Motive +31, Spellcraft +34, Stealth +5, Use Magic Device +33
Languages Abyssal, Celestial, Common; telepathy 300 ft.
SQ change shape (any humanoid, alter self)
When a thanatotic titan damages a creature capable of casting divine spells, that creature must make a DC 28 Will save or be unable to cast any divine spells for 1d4 rounds and be shaken. If the save is successful, the creature struck is merely shaken for 1 round. A thanatotic titan’s attacks are treated as epic and evil for the purposes of overcoming damage reduction. The save DC is Charisma-based.