Trample- As a standard action, The Titanic Creature can move up to its speed and literally run over any opponents at least one size category smaller than itself. The Titanic Creature merely has to move over the opponents in its path; any creature whose space is completely covered by the Titanic Creature’s space is subject to the trample attack that deals 2d6+1,5 Str mod for a large sized titanic creature, adapt acordingly for Titanic creatures of other sizes. If a target’s space is larger than 5 feet, it is only considered trampled if the Titanic Creature moves over all the squares it occupies.
Out of My Way- As a fullround action, the Titanic Creature can perform a Charge ignoring hard terrain, and performing a free overrun attempt against each creature on its path. Unlike a normal charge, you don't need a clear path to your target (or even an initial target, you can just start charging and then stop when you find a suitable target). You can attempt to break each obstacle in your path as a free action once. You can perform a melee attack as a free action against each creature smaller than you that you sucessfully overrun. If you have SR, you can attempt to dispel any magic effects in your path that would block your path when using this attack, using your SR-11 as your dispel CL. Even force effects may be destroyed this way, but the dispel DC increases by 4. If you have the Trample ability, you may choose to deal trample damage to creatures you sucessfully overrun, as well as any objects in your path, including the ground itself. You can pick this option a second time, in which iniating it is a standard action.
Crash-As a standard action, you can pick an adjacent object or creature smaller than you, neither can weight more than your light carrying capacity. Picking up an unwilling creature demands a sucessful touch attack and winning an opposed Str check. If you suceed, you throw the object/victim as a regular thrown attack with a range increment of 50 feet (doubled for each size category you're bigger than the picked creature/object), and deals 1d6 damage per HD to the target and thrown object/victim, plus an extra 1d6 per 200 pounds of weight of the projectile. If you miss the attack the victim/object scatters and deals takes half damage. Either way a creature thrown this way is left prone. You can pick this option up to four times, the second you become able to use this as a move action, the third as a swift action, the fourth as an immediate action. This movement doesn't provoke attacks of opportunity. You can also use this to throw allies carefully, in which case you only deal half damage to the target, but the thrown ally takes no damage at all.
Shockwave- You scream loudly or clap your limbs or just stomp the ground, but either way the effect is the same. As a standard action you produce either a cone with 5 feet per HD or a line with 10 feet per HD (doubled for each size category you're bigger than medium). Creatures and objects in the area take 1d6 sonic damage per HD and are left deafened for 1d12 rounds. A sucessful Fort save with DC 10+1/2 HD+Con mod halves this damage and negates being deafened. This can affect objects. Creatures take a -1 penalty on their save for each size category they're smaller than you, and a +1 bonus for each size category they're bigger than you. You can pick this up to three times, the second you can use this as a move action, the third you can use it as a swift action.
Flex Muscles- As a swift or move action you can gain +2 Str for one round. You can pick this multiple times, each one increasing the Str bonus gained by an extra +2. You don't need to wait 1d4 rounds to use this ability again, but you can't use it more than once per round.
Body Slam-If you would perform a single-target attack, as a free action it instead affects all creatures smaller than you inside an area two size category smaller than you fill. Roll once and compare to their ACs if it would normally demand an attack roll, or otherwise apply any normal targeting rules for the attack (if you used an Hold Monster SLA for example, you wouldn't need an attack roll but each target would get save as normal, roll once for SR). This attack also ignores any miss chances.
Send Flying-As a free action when you hit a melee attack (even if it isn't your turn), the target must make a reflex save with DC 10+1/2 HD+Str mod, taking a -1 penalty on the save for each size category they're smaller than you, or a +1 bonus for each size category they're bigger than you. If they fail, they're pushed 5 feet per point of failed save in a straight line in a direction of your choice away from you other than down and then knocked prone. If they hit an object or another creature that would block its movement, they both take 1d6 bludgeoding damage for each 10 feet it still had to move. You can pick this up to four times, each extra time reducing the “cooldown” by 1 and gaining +1 to opportunity attack rolls, to a minimum of zero rounds cooldown. This movement doesn't provoke attacks of opportunity.
Tremors-As a Fullround action, you can shake the very world. Creatures smaller than you in a burst of 5 feet per HD (doubled for each size category you're bigger than medium) must suceed on a Reflex save with DC 10+1/2 HD+Con mod or take 1d6 bludgeoding damage per HD and be knocked prone. Creatures take a -1 penalty on their save for each size category they're smaller than you, and a +1 bonus for each size category they're bigger than you. Terrain in the area becomes hard terrain against creatures smaller than you, and unatended objects take the damage as well (apply hardness, but don't halve damage). Creatures riding you are unnafected by this, but flying creatures are still affected due to air vibrations, falling to the ground if they fail their reflex save. You can pick this up to three times, the second you can use this as a move action, the third you can use it as a swift action.
Collapse-You need Shockwave and Tremors to pick this. Its iniation action is equal to the higher iniation action between Tremors and Shockwave. It affects an equal area (cone, line or burst, your choice with each use), dealing 1d4 sonic damage and 1d4 bludgeoding damage per HD, and creatures inside it are deafened for 1 hour and knocked prone. A Fort save with DC 10+1/2 HD+Con mod negates the deafness and halves the sonic damage, a Reflex save with DC 10+1/2 HD+Con mod negates the prone and halves the bludgeoding damage. This can affect objects. Creatures take a -1 penalty on their save for each size category they're smaller than you, and a +1 bonus for each size category they're bigger than you. Failing the Fort save by 10 or more makes the deafness permanent, failing the Reflex save by 10 or more halves all movement speeds until all damage is healed. If they fail both the reflex and fort saves by 10 or more, then they're destroyed, reduced to pulp. Collapse takes 2d4 rounds to recharge, and you can't use it if either Tremors or Shockwave is in “cooldown”. You also can't use Shockwave or Tremors in the same round you used Collapse.
Looks Edible-You gain a bite natural attack dealing 1d6+1,5 Str mod damage for a medium creature, that can be used as normal (if you already had a bite attack, increase its damage one size category). When you hit a creature two or more size categories smaller than you with it, you can attempt to start a grapple as a free action and whitout need of a touch attack or provoking attacks of opportunity. If you suceed on this or a subsequent grapple with your bite by 10 or more, you can swallow the creature as a free action. They count as grappled but you no longer count as so, and they can only break free by somehow dealing you damage equal to 20% your max HP against your usual defenses, in which case they manage to break out, after which muscular action closes any leftover hole. You cannot attack them while they're swallowed, but you automatically deal them regular bite damage plus 1d6 acid damage per HD every round thanks to digestion process. If you have 8 HD or more this ignores freedom of movement effects. If you have 16 HD or more even planar travel is blocked. Your stomach can hold up to 1 creature two size categories smaller than you, 2 three size categories smaller, 4 four size categories smaller, etc.
This Isn't Even My Final Form-You gain
Deceivingly Innocent Form as a bonus feat. If you already had it, you can now use it as a move or swift action every 1d4 rounds and gain
Monster Lord as a bonus feat. You must still satisfy the other feat requirements. If you already had Monster Lord, then you can pick a shape for each size category between your original size and your current “maximum” size. Besides size, your abilities remain the same between each other form, except you always count as your greater size as per the Monster Lord feat and you can now change as an immediate action every 1d4 rounds. In addition each time you use this ability in an ecounter, you gain a cumulative +1 to AC, saves, attack rolls and weapon damage rolls, as long as you don't change back to a form you had already used in that ecounter. Those bonus end when the ecounter is over. You can pick this option up to three times in order to gain the two feats if you didn't have them already and then the final bonus one.
Vacuum-As a swift or move action you produce a cone with 5 feet per HD (doubled for each size category you're bigger than medium). Creatures and objects smaller than you inside the cone must suceed on a Str check against you (taking a -1 penalty for each size category they're smaller than you), or be pulled towards you 10 feet for each point they failed the check, until reaching a square adjacent to you. This movement doesn't provoke attacks of opportunity. Alternatively you may exhale, producing the opposite effect (affected creatures and objects smaller than you pulled away 10 feet for each point they failed the check). This also snuffs out nonmagical fires smaller than you.