Titan, Greater, Andromidus
Gargantuan Outsider (Chaotic, Extraplanar)
Hit Dice: 40d8+640 (820 hp)
Initiative: +12
Speed: 60 ft. (12 squares)
Armor Class: 52 (-4 size, +4 Dex, +28 natural, +14 insight), touch 24, flat-footed 48
Base Attack/Grapple: +40/+71
Attack: Slam +55 melee (2d6+19)
Full Attack: 2 slams +55 melee (2d6+19)
Space/Reach: 20 ft./20 ft.
Special Attacks: Mist of dreams, oversized weapon, transmutation, spell-like abilities, spells
Special Qualities: Damage reduction 15/epic, darkvision 60 ft, fast healing 3, spell resistance 35
Saves: Fort +42, Ref +26, Will +40
Abilities: Str 48, Dex 19, Con 42, Int 39, Wis 39, Cha 31
Skills: Appraise +34 (+38 with alchemy or sculpting), Balance +25, Bluff +53, Climb +40, Concentration +59, Craft (alchemy) +44, Craft (sculpting) +44, Decipher Script +35, Diplomacy +65, Disguise +10 (+14 act in character), Gather Information +54, Heal +54, Intimidate +54, Jump +52, Knowledge (arcana) +44, Knowledge (dungeoneering) +44, Knowledge (geography) +44, Knowledge (history) +44, Knowledge (local) +44, Knowledge (nature) +44, Knowledge (nobility and royalty) +44, Knowledge (religion) +44, Knowledge (the planes) +44, Listen +57, Perform (oratory) +31, Search +54 (+58 finding secret doors), Sense Motive +57, Spellcraft +61 (+65 deciphering scrolls), Spot +57, Survival +14 Wis (+18 synergy aboveground, finding way and avoiding natural hazards, following tracks, on other planes, & when underground), Use Magic Device +40 (+46 synergy with scrolls)
Feats: Automatic Quicken Spell×2, Combat Expertise, Craft Wondrous Item, Epic Fortitude, Epic Will, Greater Spell Penetration, Improved Initiative, Multispell, Scribe Scroll (B), Spell Penetration, Superior Initiative, Quicken Spell, Quicken Spell-Like Ability (greater teleport), Quicken Spell-Like Ability (true strike)
Environment: Any outer plane
Organization: Solitary
Challenge Rating: 30
Treasure: Double standard
Alignment: Neutral good
Advancement: —
Level Adjustment: —
A titanic being resembling a beautiful and perfectly muscled male human at least eight times taller than a normal man. His handsome features appear youthful, but his presence carries extraordinary charisma and wisdom.
Andromidus is a greater titan called the Titan of Inspired Vision and Lord of Reality by mortals who revere him. He is not a god so receives no actual worship, but is honored for his wisdom and prophetic powers. Andromidus often acts as an oracle, granting Inspired Visions of possible futures. He also has incredible powers of illusion that few mortals can distinguish from reality and a power of Transmutation able to transmute any material native to the Prime Material Plane.
This greater titan was a protégé of Prometheus. During the revolt of the Olympian Gods against the Titans, Andromidus used his power of prophecy to predict the result and sided with the Gods, winning a place with the Gods in Olympus as a result. .He spends most of his time in Olympus, prophesizing the future of mortals that interest him and entertaining the gods with his illusions. The gods especially enjoy illusions that allow them to experience what life as a mortal is like.
Like his mentor Prometheus, Andromidus has a fondness for the mortal races and their problems. His sympathy for humanity, while genuine, may seem rather remote, for Andromidus is a being of unbelievable age and power compared to the mayfly lifespans of most mortals. Andromidus visits the Prime Material Plane on the solstices every winter and summer, staying in temples built by his followers for a few weeks. These temples are often ancient and long-abandoned when Andromidus visits them. Any mortal who petitions him in person during these visits Andromidus may be granted an Inspiring Vision and/or an object created by Transmutation, although only when his oracular powers foresee the gift leading to benevolent ends.
Andromidus's mightiest power of illusion is his Mist of Dreams. He occasionally uses Mist of Dreams subconsciously when thinking about a particularly knotty problem, creating illusory representations of whatever situation or question he is trying to solve. This usually happens when Andromidus is asleep in one of his temples during a visit to the Prime Material Plane. Any mortal who approaches the temple during this time is likely to wander into the illusory mist and be trapped until Andromidus wakes. If the mortals can solve the problem Andromidus is stuck on this will end the Dream and the grateful titan will usually reward them for their insight.
Andromidus is 50 feet tall and weighs 100,000 pounds. He speaks Abyssal, Common, Celestial, Draconic, Giant and Sylvan.
COMBAT
Andromidus is a merciful being who prefers to turn away enemies using illusions and defensive spells, although he is not adverse to using lethal force if the threat is sufficiently grave or evil. He fights using whatever tactics best suits the occasion, guided by his superhuman intelligence and wisdom. If his magic fails, he strikes with his fists. Given advance warning, Andromidus uses divinations to determine his opponents' powers and vulnerabilities. Andromidus can be presumed to have used Inspired Vision to predict any fight he gets into, so will use the benefits of that ability during the battle.
Inspiring Vision (Su): Andromidus has the unique ability to create illusions of a creature's possible future that are able to inspire that creature to help achieve the prophesised future. He is able to create visions of the future of any intelligent creature, even beings of godlike power – he used this ability to predict the outcome of Zeus's war with the Titans. However, Inspiring Vision has limited reliability, becoming less reliable the more powerful the creature who's future is being predicted. Similarly, its ability to inspire the recipient to bring about the predicted future is weaker the more powerful the subject is. Thus, Andromidus's use of Inspiring Vision in the War of the Titans was more of a wild gamble than a sure bet.
Creating an Inspiring Vision requires the following three steps:
Step One: Petition for a Vision: To begin with, an intelligent creature must petition Andromidus to foresee its future concerning a particular objective. This objective can be vague ("will I be rich?"), specific ("should I bet on Red 12?"), grand ("when shall I be Empress!?") or minor ("how much barley ought I plant this season?"). In any case, the petitioning creature must request a prophecy of their own free will and be personally present. If the petitioner is compelled by magic or other force, or is making the request via letter, sending or other means it cannot be granted an Inspiring Vision by Andromidus. Andromidus is under no obligation to accept a petitioner's request for a vision, and normally only grants visions whose objectives are benevolent.
Step Two: Prophetic Dream: To create visions of the future, Andromidus must enter a mystic sleep during which he uses his Mist of Dreams power to create phantasms of possible future events that are key to the creature achieving the objective they asked the Titan for a prediction on. Andromidus can dream of multiple future events for multiple petitioners in one prophetic dream, covering a maximum of 15 future events in one dream (i.e. three petitioners with five future events each, or any other combination that adds up to 15 events or fewer.).
The number of future events Andromidus's Mists create phantasms of depends on the complexity of the petitioner's future and the objective they seek, but is rarely more than five. The events are representations of key stages to the objective the petitioner seeks. For example, if a petitioner asked for help rescuing his wife who was kidnapped by a Cyclops, the Mist of Dreams might produce phantasms of (1) overcoming his despair and praying for aid from Aphrodite, (2) defeating a Medusa in a labyrinth to obtain a giant bane sword, (3) avoiding being polymorphed into a swine by Circe while sailing to the Cyclops's island, (4) escaping being caged by the Cyclops's ogre servants and recovering the magic sword, and (5) freeing his wife with Aphrodite's aid and then fighting the Cyclops.
These phantasms are presented in random order as Andromidus dreams of them. Andromidus must dream through an entire phantasmal event (in real time) before he can start dreaming another event. The phantasms start out as vague impressions of what beings and objects are involved in the event, to produce a "firm" prediction Andromidus must succeed at a Wisdom check with a Difficulty Class dependent on the power of the creature's involved and the difficulty of the task - the DC is typically 30. Andromidus attempts this Wisdom check when he starts to dream of the event, and if successful the phantasm is an "accurate" representation of a possible future, although it may be presented in a symbolic or hidden manner (e.g. the event may show the petitioner being rescued by an ally, but the "ally" appears as an anonymous figure whose actions to rescue the petitioner are obscured; or the phantasm may show the petitioner having a poisoned wound healed by a snake, when the snake actually represents a priest of Asclepius, whose symbol is the snake).
If Andromidus fails any of the Wisdom checks to produce firm prophecies, he can dream through all the events in the Prophetic Dream again and retry and Wisdom checks he failed (he need not reroll Wisdom checks for events he'd already succeeded at). He can repeat this process as often as he likes, until he either succeeds or stops dreaming.
When Andromidus awakens from his Prophetic Dream he can produce an Inspiring Vision for any objective all of whose events he made successfully Wisdom checks for (see below). If he failed to make successful Wisdom checks for any event in an objective he is unable to create an Inspiring Vision for it upon awakening. He must enter another Prophetic Dream and redream the entire objective, succeeding at the Wisdom checks for all its events, if he wishes to produce an Inspiring Vision for it. Successful Wisdom checks for the prophetic events do not carry over from one Prophetic Dream to the next.
Step Three: Inspiring Illusions: Once Andromidus has successfully prophesied an Inspiring Vision he can show it to the petition who requested it through his Mist of Dreams power. If the petitioner was in Andromidus's Mist of Dreams while the titan was going through the Prophetic Dream that prophesied the Vision, Andromidus can show the petitioner their Vision when Andromidus awakens from his Dream. If not, Andromidus must use his Mist of Dreams power again if he wishes to show the petitioner their Inspiring Vision.
Once a petitioner has seen their Inspiring Vision, then if they arrive at an event prophesied by the Vision they receive the following benefits:
Firstly, the petitioner gains the ability to reroll three actions with a +8 insight bonus on the reroll. The petitioner must declare the reroll before they roll any other actions and they must accept the result of the reroll regardless of the result. The reroll must be a single attack roll, opposed ability check, or saving throw whose result was different from the prophesied Vision (i.e. if a petitioner saw themselves defeat a basilisk in their vision, they would be able to reroll a failed saving throw versus the basilisk's petrifying gaze). A petitioner can use a reroll on an opponent's attack roll, in which case the +8 insight bonus applies to the AC the opponent must hit with their reroll.
Secondly, Andromidus can provide useful advice on one specific question regarding events that occur in the Vision based on his interpretation of the dreams. The advice may be a short phrase but is often a cryptic rhyme or omen; failing to act on this information can change the circumstances regarding the event in question, meaning that the advice may become invalid.
Mist of Dreams (Su): Once per hour, Andromidus can produce a zone of gray mist that can trap creatures within phantasms of anything that the titan imagines. This mist emanates from Andromidus up to a maximum radius of 500 feet, and Andromidus can form it into any shape he desires provided the mist is continuous and remains in contact with his body. He can reshape the mist as a free action.
Any creature who sees or enters the mist must succeed at a DC 45 Will save. If they make the save, they see the gray mist as a slight miasma so thin it only offers concealment to creatures or objects more than 100 feet away. Creatures that successfully save are immune to the effects of the mist for 1 hour.
A creature who fails the Will save perceives the mist as an impenetrable gray fog that blocks all forms of mortal vision (even true sight and similar effects), and should the creature be within the mist it is transferred to a dream-world of the Titan's imagination (see below). The creature experiences the transfer as a momentary sensation of falling through utter blackness after being enveloped by the fog. Creatures who are unaffected by the mist of illusions see the transferred creature apparently fade out of existence.
A dream-world created by Andromidus is an area up to 500 feet across surrounded by gray mists that contains whatever Andromidus imagines. Anything that tries to leave the dream world by entering the mist simply re-emerges from the mist at whatever spot Andromidus desires. Andromidus can create literally any creature, object or effect he desires within the dream-world. The only limit is is must fit within the size of the dream-world he has created.
Nothing that happens in the dream world is real. Everything, even the actions of creatures transferred into the mist, is a phantasm (as per the Illusion subschool). Any damage they take only exists in the dream-world, even damage inflicted by another real creature who was trapped in the dream. A creature who is killed only appears to be dead. A creature who casts a spell or loses an item in a dream-world will find it still has the spell or item when it returns to the real world.
Andromidus can dissolve a dream-world and create a new one simply by imagining it. Trapped creatures will feel the same "falling into blackness" sensation as when they were first enveloped by the gray mist. Creatures that were "killed" in the previous dream will find themselves alive and fully healed with all their resources restored (unless Andromidus is imagining they've been injured or depleted, of course).
There are several ways to escape the mist of dreams. Firstly, Andromidus may simply release them. Secondly, the titan must concentrate to maintain the illusion, so if his concentration is broken the mist will vanish and free all the trapped creatures. Thirdly, a creature who realizes they are trapped in an illusion may escape from it by succeeding on a DC 15 Will save. However, they may only attempt the save once every hour or whenever Andromidus replaces a dream-world with a new one. Finally, a freedom spell can liberate a creature trapped in the mist.
A creature who has been freed from the mist reappears in exactly the same condition they were in when they entered it. Any objects they collected in a dream-world will normally have vanished, but if Andromidus desires he can use his Transmutation power (see below) to create real versions of objects from a dream-world for the creature to possess.
The save DC is Charisma-based and includes a +5 racial bonus.
Oversized Weapon (Ex): A greater titan can wield a great, two-handed weapon (big enough for Colossal creatures) with no penalty.
Spell-Like Abilities: At will – chain lightning (DC 27), charm monster (DC 24), cure critical wounds (DC 24), daylight, fire storm (DC 28), greater dispel magic, hold monster (DC 25), holy smite (DC 24), invisibility, invisibility purge, levitate, persistent image (DC 30), polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic, remove curse (DC 24), true strike; 3/day – divination, etherealness, freedom of movement, quickened greater teleport, summon nature’s ally IX, quickened true strike, word of chaos (DC 27); 1/day – gate, greater restoration, maze, meteor swarm (DC 29), plane shift, wind walk. Caster level 25th. The save DCs are Charisma-based and include a +5 racial bonus for SLAs of the Illusion school.
Spells: Andromidus can cast arcane spells as a 25th-level wizard. He has access to the following spells. In addition, he can spontaneously cast any spell with the Illusion school like a good cleric can spontaneously cast cure wounds spells. These illusion spells count against his wizard spells-per-day.
Any illusion spell cast by Andromidus has a +5 racial bonus to the DC.
Andromidus has access to the following wizard spells:
0 – all spells*;
1st – all spells*;
2nd – all spells*;
3th – all spells*;
4th – all spells*;
5th – all spells*;
6th – all spells*;
7th – all spells*;
8th – binding, clenched fist, demand, discern location, greater planar binding, greater prying eyes, greater shout, iron body, irresistible dance, mass charm monster, maze, mind blank, moment of prescience, power word stun, polymorph any object, protection from spells, summon monster VIII, sunburst plus all illusion spells;
9th – dominate monster, disjunction, etherealness, foresight, freedom, gate, mass hold monster, shapechange, summon monster IX, time stop, wish plus all illusion spells.
* Andromidus knows every wizard spell in the Player's Handbook of this level, plus any other wizard spell the DM desires.
Typical Wizard Spells Prepared (4/8/8/7/7/7/7/6/6/6, save DC 24 + spell level, or 29 + spell level for Illusion spells):
0 – read magic, detect magic, mending, prestidigitation;
1st – burning hands, feather fall, hypnotism, identify, magic missile (x2), obscuring mist, ray of enfeeblement;
2nd – continual flame, detect thoughts, eagle's splendor, fox's cunning, owl’s wisdom, protection from arrows, see invisibility, Tasha’s hideous laughter;
3rd – blink, clairaudience/clairvoyance, deep slumber, gaseous form, magic circle against evil, nondetection, tongues;
4th – locate creature, mass enlarge person, mass reduce person, resilient sphere, shout, solid fog, stoneskin;
5th – baleful polymorph, break enchantment, dominate person, feeblemind, permanency, sending, wall of force;
6th – antimagic field, disintegrate, greater heroism, mass bull’s strength, symbol of persuasion, true seeing;
7th – banishment, forcecage, greater arcane sight, mage's magnificent mansion, insanity, spell turning;
8th – clenched fist, discern location, greater prying eyes, irresistible dance, protection from spells, sunburst;
9th – dominate monster, foresight, mass hold monster, shapechange, time stop, wish.
Andromidus can also cast spells as a 10th-level cleric. Andromidus has access to the following domains: Artifice, Good, Knowledge and Nobility. The save DCs are Wisdom-based.
Any illusion spell cast by Andromidus has a +5 racial bonus to the DC.
Typical Cleric Prepared (6/8+1/8+1/6+1/6+1/5+1, save DC 24 + spell level, or 29 + spell level for Illusion spells.):
0 – create water, detect magic, light, mending, purify food and drink, read magic;
1st – bless, bless water, detect evil, divine favor, entropic shield, protection from evil*, remove fear, sanctuary, shield of faith;
2nd – detect thoughts*, augury, bear's endurance, bull's strength, eagle's splendor, make whole, owl's wisdom, shield other, silence;
3rd – clairaudience/clairvoyance*, continual flame, daylight, helping hand, prayer, stone shape, water walk;
4th – death ward, dimensional anchor, dismissal, freedom of movement, holy smite*, neutralize poison, tongues;
5th – commune, dispel evil, mass cure light wounds, plane shift, scrying, true seeing*.
* Domain spell.
Transmutation (Su): Andromidus can transform any non-magical non-living object or substance found on the Prime Material Plane into any other inanimate Prime Material object or substance of the same weight. He can transmute up to 100 pounds of material a day. The transmutation is permanent so long as the transformed material is on the Prime Material Plane. Transmuted objects revert to their original forms if they leave the Plane.
Originally appeared in Dungeon #2 (1986).