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COLOSSUS OF CALISHA

The Colossus of Calisha are huge, titanic, humanoid war machines built eons ago during the primal
height of the Calishan Empire.

Clad in armor is a gigantic, massive, and strangely humanoid titan. Its body is artificial, but its gait
is terribly organic. With a primal roar, it leaps at you, and the impact on the ground shatters the
terrain like an earthquake.
At the peak of the Age of War, even the gods became involved between the battles amongst dragons,
elves, giants and humans. As the war spread across the planes, ambitious humans took advantage of
the gods’ participation. Discovering a wounded god stuck in the mortal realm, its immortality stripped
due to exhaustion of its powers, they tried to manipulate it and use its remains for them to engineer
powerful weapons. For that hubris, the nation involved that preceded the Empire now vanished off the
map in a huge explosion that claimed the entire land. But those with ambition would not be set back
so easily by something as simple as the loss of millions. It is said that they discovered pieces of the
deific flesh from the wounded gods, and using the most powerful magic spells and dark technology
they imbued the power of the gods into artificial flesh and blood combined with metal and fire -
colossal war machines now known as Colossus.
The Colossi have no mind, instead it possessed implants to control it, and a cavity at both sides of the
head near the portion where the ears should be positioned. It takes two pilots to effectively control a
Colossus. A single pilot may not be enough to handle the massive construct. An exception is the
legendary War-Forged Colossus which can be piloted by a single humanoid being. Those inside were
protected, and became as the god-forged construct. Most colossi may be piloted by those that shares
the same alignment as the construct. Otherwise the colossus may retaliate and not function at all or in
some cases send powerful shocks to the wielders that may cause them to lose consciousness or even
damage. All construct traits (see below) also apply to the pilots while inside the Colossus thus they
are also immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects,
etc. The anti-magic field also extends to those piloting the colossus and is the single most powerful
defense of a colossal unit against dragons and spellcasters.

These colossi brought massive power on their wielders and utter destruction upon their enemies, able
to fight multitudes of armies, massive dragons and huge demons and destroying them. All colossi are
fully clad in plated armor from head to foot. The armor’s platings and design may differ and may well
be customized for each colossus depending on its masters. Since a colossus generates an antimagic
field only conventional weapons of war can function with the radius of this field. They are armed with
huge siege weapons that the humans have built like ballistae, rapid scorpions, catapults, onagers,
mangonels and trebuchets. Armed to the teeth, they wield huge swords, great clubs, titanic mauls,
battering rams, metal nets, giant hooks and tower shields. Some are more advanced as to carry
bombards on their shoulders or even greek-fire projectors which are devastating in combat. For each
siege weapon mounted on a colossus, it needs one additional crew to operate it. Siege weapons used
on a colossus were designed to be operated by a single person with reloading done through cranks and
contraptions especially designed by engineering dwarves and gnomes to make them semi-automatic.
The colossus itself lends assistance in reloading most of the ammunitions in the case of weapons such
as bombards, catapults and trebuchets. When fully armed and mounted, the Colossus is a mighty
battle machine of titanic proportions some standing as high as 300 feet. They are such a sight to
behold that even for entire armies to have reasons to rout from the battle. The Colossi of Calisha were
the mortal human's greatest achievements.
Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and
morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects,
and any effect that requires a fortitude save unless it also works on objects. Cannot heal damage
(though regeneration and fast healing still apply, if present). Not subject to critical hits, nonlethal
damage, ability damage, ability drain, or Energy Drain. Not at risk of death from massive damage, but
destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft.
Magic Immunity (Ex): A colossus completely resists most magical and supernatural effects, except
where otherwise noted below.
Antimagic Field (Ex): A colossus constantly generates an antimagic field in a 100-foot-radius. The
field is an invisible barrier that is impervious to most magical effects, including spells, spell-like
abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells
within its confines, except for the colossus’s own supernatural abilities as listed on each of their entry.
This effect is otherwise as an antimagic field cast by a 25th-level caster.
Full Plate Armor: A colossus’ full armor plating reduces 1 point of damage for each dice generated by
an area effect like dragon breath or bombard. On rare occasions, certain colossi are mounted with
magical armor plating and thus any +1 point to the magical armor given reduces the area effect by 1
more point. A magical full plate armor +2 reduces area of effect damage by 3 for each die generated
to a minimum of 1.
A colossus’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Besides their natural weapons, melee and siege weapons used by a colossus are also treated as epic in
proportion.
Construction
The construction cost given for each colossus takes into account the physical body and all the
materials and spell components that are consumed or become a permanent part of it. Deific parts from
a fallen god is the most important component and each colossus type requires a specific god type or
portfolio to be created Except for the much tougher requirements, constructing a colossus is not unlike
constructing a golem.

List of Colossus in the Calishan Empire

Carbon Colossus
Gargantuan construct, chaotic good or neutral depending on pilots

Armor Class 16 (natural armor)


Hit Points 316 (16d20 + 148)
Speed 45 ft.

STR DEX CON INT WIS CHA

22 (+6) 20 (+5) 17 (+3) 16 (+3) 27 (+8) 27 (+8)


Skills Animal Handling +14, Perception +10, Survival +16
Damage Vulnerabilities Fire
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 20
Languages Common, Giant, Primordial
Challenge 16 (15,000 XP)

Boreal Camouflage. The colossus has advantage on Dexterity (Stealth) checks made in wooded terrain.
Innate Spellcasting. The colossus’ innate spellcasting ability is Wisdom. It can innately cast the following spells,
requiring no material components and extend this ability to its pilots if they are Rangers or Druids:
At will: animal friendship, barkskin, druidcraft, entangle, faerie fire, fog cloud, goodberry, gust of wind, locate
creature, purify food and drink, animal messenger,

3/day: cure wounds, misty step, moonbeam, sunburst

1/day: greater restoration

Keen Senses. The colossus has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Never Bathe. The colossus is immune to saving throws that would cause a diseased effect.
Speak with Animals and Plants. The colossus can communicate with animals and plants if it speaks Primordial.
Tree Glide. The colossus can burrow through nonmagical, unworked wood. While doing so, the colossus doesn't
disturb the material it moves through.

ACTIONS
Multiattack. The colossus makes two great club attacks.
Great Club. Melee Weapon Attack: +12 to hit, reach 10ft., one target Hit: X (4d8 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: X (4d10 + 4) bludgeoning damage.
Thorn Burst. The colossus creates a patch of thorny bushes within a 40 ft. radius of itself. Each creature within
that area must succeed a DC 19 Dexterity saving throw or become restrained. A creature takes (5d4) slashing
damage whenever they struggle or move within the bush patch, and the patch is considered difficult terrain.
Summon Shambling Mound (1/Day). The colossus summons an shambling mound. The summoned mound
appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for
10 minutes until it dies, or until its summoner dismisses it as an action.

WEAPONS
Great Club. The colossus carries a great club used for bludgeoning opponents.
Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any
combination: two ballistae at the shoulder or hips, one or two trebuchets at the back. Since carbon colossi are
vulnerable to fire, they cannot be mounted with bombards, greek-fire projectors or other siege weapons bearing
flammable ammunitions.

Carbon colossus is a gigantic construct made from the deific remains of previous wood or nature gods. The protectors
of the forests, a carbon colossus is generally assigned to patrol the woodlands and jungles of the empire. The bodies of
carbon colossi are covered in tangles and vines that that extend downward and flowers bloom in its head. The
colossus’ skin and hair are also home to many small creatures, especially birds. They are protectors of nature and the
woodlands and have dealt wrath to many an adventurous party for wronging it.
Hill Colossus
Gargantuan construct, chaotic good, chaotic neutral or chaotic evil for pilots

Armor Class 16 (natural armor)


Hit Points 331 (14d20 + 184)
Speed 40 ft.

STR DEX CON INT WIS CHA

24 (+7) 8 (-1) 21 (+6) 10 (+0) 13 (+1) 10 (+0)

Saving Throws Con +11, Wis +6


Skills Perception +6
Senses Passive Perception 16
Languages Common, Giant
Challenge 14 (11,500 XP)

ACTIONS
Multiattack. The colossus makes two great sword attacks.
Great Sword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) slashing damage.
Bombard Shell. Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: 34 (5d10 + 7) bludgeoning
damage.
Summon Earth Elemental (1/Day). The colossus summons an earth elemental. The summoned elemental appears
in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10
minutes, until it dies, or until its summoner dismisses it as an action.

WEAPONS
Great Sword. The colossus carries a great metal sword used for slashing and smashing opponents.
Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon breath and other
ranged weapons.
Rapid Scorpion. The colossus may also bear a rapid scorpion that it uses as a ranged weapon for flying opponents.
Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any
combination: two bombards at the shoulders, two rapid scorpions or greek-fire projectors at the hips and one or
two onagers, mangonels, or trebuchets at the back.

Hill Colossus makes up the most common types of colossus in the Imperial Field Army. Legendary in both power and
wrath, hill colossi are towering mighty construct that are fully armored and carrying weapons that can level up entire
cities. The back of a hill colossus is covered in rocky domes that resemble mounds like hills. These domes are filled
with bombard shells, siege ammunitions, greek-fire liquid and other military supplies. They may also shelter around a
dozen foot soldiers ready to be deployed in the battlefield when needed. Hill colossi are the walking, massive tanks of
the empire. A hill colossus leads mostly a squad or company of imperial troops, terrorizing its enemies just by its
immense size the firepower it carries. Many overconfident commanders have been crushed when a hill colossus
appears on the battlefield let alone a dozen of them in columns protecting the infantry and cavalry.

Terran Colossus
Gargantuan construct, any neutral alignment for pilots

Armor Class 17 (natural armor)


Hit Points 347 (15d20 + 190)
Speed 40 ft.

STR DEX CON INT WIS CHA

26 (+8) 15 (+2) 23 (+6) 13 (+1) 15 (+2) 13 (+1)

Saving Throws Dex +7, Con +11, Wis +7


Skills Athletics +18, Perception +7
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Giant, Terran
Challenge 15 (13,000 XP)

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

ACTIONS
Multiattack. The colossus makes two great club attacks.
Great Club. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.
Rock or Bombard Shell. Ranged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 42 (6d10 + 9)
bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked
prone.
Summon Earth Elemental (1/Day). The colossus summons an earth elemental. The summoned elemental appears
in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10
minutes, until it dies, or until its summoner dismisses it as an action.

REACTIONS
Rock Catching. If a rock or similar object is hurled at the colossus, the colossus can, with a successful DC 10
Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

WEAPONS
Great Club. The colossus carries a great club fashioned from the hardest metal and used for bludgeoning and
smashing opponents.
Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon breath and other
ranged weapons.
Ballista. The colossus may also bear a ballista that it uses as a ranged weapon for flying opponents.
Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any
combination: two bombards at the shoulders, two rapid scorpions or greek-fire projectors at the hips and one or
two onagers, mangonels or trebuchets at the back.

A terran colossus' steps shake the very earth, and beneath its plated metal armor its rocky skin forms an almost
impenetrable barrier between it and the outside world. More powerful than the hill colossus, the terran colossus
normally acts the lead fighter in a platoon with companies and squads of hill colossus and their human/dwarven
infantries following behind them. Across the body of a terran colossus, tiny shards of obsidian emerge. It is said that
arrows and bolts made from this obsidian are capable of piercing the hide of even the greatest dragons. As such a
terran colossus is also harvested of these parts that are essential in manufacturing the scorpion bolts and ballista
arrows being used by the Imperial Field Armies.

Frost Colossus
Gargantuan construct, chaotic good, chaotic neutral and chaotic evil for pilots

Armor Class 17 (natural armor)


Hit Points 380 (16d20 + 212)
Speed 40 ft.

STR DEX CON INT WIS CHA

26 (+8) 9 (-1) 24 (+7) 14 (+2) 15 (+2) 14 (+2)

Saving Throws Con +13, Wis +8, Cha +8


Skills Athletics +14, Perception +8
Damage Immunities Cold
Senses Passive Perception 18
Languages Aquan, Common, Giant
Challenge 17 (18,000 XP)

ACTIONS
Multiattack. The colossus makes two great axe attacks.
Great Axe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) slashing damage.
Rock. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 41 (6d10 + 8) bludgeoning damage.
Summon Water Elemental (1/Day). The colossus summons a water elemental. The summoned elemental appears
in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10
minutes, until it dies, or until its summoner dismisses it as an action.

WEAPONS
Great Axe. The colossus carries a great axe fashioned from the hardest ice and used for slashing and smashing
opponents.
Great Shield. The colossus may also carry a great icy tower shield used for deflecting dragon breath and other
ranged weapons.
Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any
combination: two ballistae at the shoulders, two rapid scorpions at the hips and one or two catapults, onagers,
mangonels or trebuchets at the back.

Frost colossi are the protectors of the glacial-covered northern territories of the Empire. These behemoths commonly
patrol with their squads alongside packs of winter wolves. Their bodies look as though carved from glacial ice, and
their piercing eyes resemble pools of frigid water. They normally are stationed in glacial fortresses or the most
blizzard-hammered mountains, though some may also be hidden on massive icebergs and travel by way of enormous
watercraft.

Fire Colossus
Gargantuan construct, lawful good, lawful neutral or lawful evil for pilots

Armor Class 18 (plate)


Hit Points 397 (17d20 + 219)
Speed 30 ft.

STR DEX CON INT WIS CHA

27 (+8) 9 (-1) 25 (+7) 15 (+2) 16 (+3) 14 (+2)

Saving Throws Dex +5, Con +13, Cha +8


Skills Athletics +14, Perception +9
Damage Immunities Fire
Senses Passive Perception 19
Languages Common, Giant, Ignan
Challenge 18 (20,000 XP)

ACTIONS
Multiattack. The colossus makes two great sword attacks.
Great Sword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 36 (8d6 + 8) slashing damage. On
some occasions Fire Colossus may coat their great swords with tar or greek-fire liquid and igniting them thus
turning their weapons into Flaming Great Swords. A Flaming Great Sword adds +2 to hit and deals an additional
3d6 points of fire damage.
Bombard Shell/Fireball Shell. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 41 (6d10 + 8)
bludgeoning damage. If coated with tar or greek-fire liquid and ignited, a bombard shell can be turned into a
fireball shell. A fireball shell adds +2 to hit, range 80/320 ft., and adds 6d6 points of fire damage to an area of
impact of 30 feet.
Summon Fire Elemental (1/Day). The colossus summons a fire elemental. The summoned elemental appears in
an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10
minutes, until it dies, or until its summoner dismisses it as an action.

WEAPONS
Great Sword. The colossus carries a great sword fashioned from the strongest metal and used for slashing and
smashing opponents. Oftentimes they cover it with flammable tar or greek-fire liquid and ignited turning them
into flaming weapons
Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon breath and other
ranged weapons.
Greek-Fire Projector. The colossus may also carry a two-handed greek-fire projector that it uses for its ranged
weapon against flying opponents and for antipersonnel purposes like destroying army phalanxes with the
destructive weapon.
Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any
combination: two bombards at the shoulders, two greek-fire projectors at the hips and one or two trebuchets
loaded with fireball shells at the back. Since Fire Colossus are mounted with bombards and greek-fire projectors
and carry a great load of their ammunitions, they are prone to explosions once these ammunitions are ignited
unpurposely. This may create an explosion of around 100 feet radius around the colossus. Though they are
immune to fire, the same cannot be held true to those around the blast radius once the explosion occurs.

As ferocious as they are massive, fire colossi are both intelligent and strong. They are the elite war machines of the
Calishan Empire and are sometimes found near army bases located in the proximity of volcanic islands or volcanoes.
They are mostly found with a squad of highly trained Calishar soldiers doing border patrol, hunter-seeking or clean-up
operations (meaning burning or melting down defeated army remains and their equipment). They are seldom seen
their the capital or the other city-states due to their destructive nature and potential danger of exploding once their
ammos are prematurely ignited. Their skin glows slightly in a manner comparable to heated metal, while their eyes
look like orbs of magma. Their armor are mostly red or painted crimson or orange with proper sigils to signify their
status as Fire Colossus. Pilots and siege weapon operators of a fire colossus are mostly dwarves or hardened humans
wearing a specially-crafted ring of fire resistance to protect them from the heat and flame damage caused by the
colossus’ natural emission of fire.

Pearl Colossus
Gargantuan construct, any lawful alignment for pilots

Armor Class 17 (natural armor)


Hit Points 450 (20d20 + 240)
Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA

27 (+8) 10 (+0) 24 (+7) 12 (+1) 17 (+3) 25 (+7)

Saving Throws Con +10, Wis +7, Cha +10


Skills Insight +10, Perception +10, Persuasion +14
Damage Resistances Cold
Senses Blindsight 120 ft., Darkvision 60 ft., Passive Perception 20
Languages Aquan, Common, Giant
Challenge 18 (20,000 XP)

Amphibious. The colossus can provide air and water for its pilots and weapon operators.
Echolocation. The colossus’ pilots can't use its blindsight when deafened.
Innate Spellcasting The giant's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the
following spells, requiring no material components:
At will: charm person, control water, create or destroy water, detect magic, fog cloud, locate object, heroism,
mage hand, mending, prestidigitaion, purify food and drink, water breathing, water walk
3/day each: gaseous form, mass cure wounds, misty step
1/day each: control weather
Politicians. The colossus has advantage on Charisma (Persuasion) and (Deception) checks when it comes to
political and army bureaucracies.
Speak with Ocean Creatures. The colossus can speak with ocean creatures if it speaks Aquan.
Underwater Camoflouflage. The colossus has advantage on Dexterity (Stealth) checks made while underwater.

ACTIONS
Multiattack. The colossus makes three melee attacks or two ranged attacks.
Great Trident. Melee or Ranged Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: X (4d6 + 8) piercing
damage, or X (4d8 + 8) piercing damage if used with two hands to make a melee attack.
Net. Ranged Weapon Attack: +15 to hit, range 60/120 ft., one Small, Medium, or Large creature. Hit: The target is
restrained by netting. As an action, the restrained targets can make a DC 19 Strength check, bursting the net on a
success. The net can also be attacked and destroyed (AC 19; hp 50; immunity to bludgeoning, poison, and psychic
damage).
Mine Shell. Ranged Weapon Attack: +15 to hit, range 80/320 ft., one target. Hit: X (5d10 + 8) piercing damage.
Scalding Jet (Recharge 4-6). The colossus creates a jet of burning hot water in a 120-foot cone. Each creature in
that area must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as
much damage on a successful one. Being underwater doesn't grant resistance to this fire damage.
Summon Water Elemental (1/Day). The giant summons a water elemental. The summoned elemental appears in
an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10
minutes until it dies, or until its summoner dismisses it as an action.

WEAPONS
Great Trident. The colossus carries a great trident fashioned from the strongest undersea material and used for
thrusting and piercing opponents. Oftentimes they can use this trident for melee attacks or throwing them as range
weapon.
Great Net. The colossus may also carry a huge net that they use to snare opponents.
Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any
combination: two ballistae or rapid scorpions at the shoulders, and one or two ballistas or rapid scorpions at the
hips.

Pearl colossi are the appointed navies of the high seas of the Imperial fleet. They're known to create massive storms at
sea, to exert their power over the land that surrounds the area they patrol. These underwater bases span miles outward
from the colossus’ homebase and encompass the territories of many creatures, such as merfolk or sahaguan. Often
times, pods of orcas or sharks will patrol the grounds of the colossus’ base, as dogs would one above the water. Pearl
colossi have pupils that are white and shiny, like the jewels for which they're named, and their skin is slippery and
slick, and constantly giving off a thin layer of steam. Their armor are made of light hardened shell and scale materials
found in the underseas.

Mercury Colossus
Gargantuan construct, lawful good or neutral good for pilots

Armor Class 15 (18 with mage armor)


Hit Points 397 (18d20 + 208)
Speed 45 ft.
STR DEX CON INT WIS CHA

22 (+6) 20 (+5) 23 (+6) 29 (+9) 25 (+7) 25 (+7)

Saving Throws Con +7, Int +10, Wis +7, Cha +6


Skills Arcana +18, Perception +9
Damage Immunities Force, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities Charmed, Paralyzed
Senses Passive Perception 19
Languages Common, Draconic, Elvish, Giant, Sphinx, telepathy 240 ft.
Challenge 18 (20,000 XP)

Innate Spellcasting. The colossus’ innate spellcasting ability is Intelligence (spell save DC 19). It can innately
cast the following spells, requiring no material components:
At will: acid splash, charm person, detect magic, detect thoughts, fireball, fog cloud, lightning bolt, mage hand,
magic missile, prestidigitaion, ray of frost
3/day: arcane hand, counterspell, dispel magic, dominate person, mage armor, misty step, telekinesis, sleep
2/day: darkness, fear, invisibility, plane shift, polymorph,
1/day: dimension door, gaseous form
Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.
Magic Weapons. The colossus’ weapon attacks are magical.
Mystic Cheat (3/Day). If the giant fails on a saving throw against a spell or other magical effect, it can choose
instead to succeed instead.
Spell Quickdraw. The colossus can cast a spell of its choice as a bonus action.

ACTIONS
Multiattack. The giant makes two quarterstaff attacks.
Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: X (4d6 + 6) bludgeoning damage or X
(4d8 + 6) bludgeoning damage if used with two hands.
Mercurial Sphere Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: X (4d10 + 6) bludgeoning
damage.
Arcane Blast (Recharge 4-6). The colossus creates a 60-foot radius explosion of arcane energy centered around
itself. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes X
(12d10) force damage and X (6d8) thunder damage and is knocked prone. On a successful save, the creature takes
half as much damage and isn't knocked prone.
Summon Elemental (1/Day). The colossus summons one of the four types of elementals. The summoned
elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It
remains for 10 minutes until it dies, or until its summoner dismisses it as an action.

WEAPONS
Great Quarterstaff. The colossus carries a great quarterstaff fashioned from its own body and used for
bludgeoning and smashing opponents. Oftentimes they can hide this weapon within their body and draw it out
when needed in combat.
Arcane Cannons. The colossus also carries multiple barrels that emit an arcane blast all round it creating force
and thunder damage to those within the blast radius.
Siege Weapons. The colossus normally does not carry any conventional siege weapons as it already is armed with
batteries of magical weapons emitting fireballs, lightning bolt, frost ray, magic missiles, and fog clouds. These
weapons are mounted on different portions of the mercury colossus from the heard, shoulders, chest, hips, arms
and legs and can retracted to hide when not in use and drawn out when activated for combat.

Mercury colossi are practically an embodiment of the arcane arts. The blood in their veins glows with magical essence
and eyes sparkle, even with no light. Static electricity constantly crackles around their skin and their hair seems to
always wave, if slowly and very slightly. Their mage armor are full plates of magical material that meld together and
transform fluidly whenever the pilots wills it. Weapons can sprout out on the otherwise smooth surface of the armor
with melee weapons appearing and batteries of weapons appearing out in a blink of an eye. Such behemoths have
been sought out by powerful magic users for ages since they are the only type of colossus that a spellcaster can
effectively channel their magic from within when piloting them. Unfortunately, they're even rarer and reclusive and
even shun out the empire’s forces, as their powerful magical essence has affected them with a severe paranoia.

Magnesium Colossus
Gargantuan construct, chaotic good (20%), chaotic neutral (60%), or chaotic evil (20%)for pilots

Armor Class 16 (natural armor)


Hit Points 380 (17d20 + 202)
Speed 40 ft.

STR DEX CON INT WIS CHA

29 (+9) 15 (+2) 22 (+6) 10 (+0) 13 (+1) 13 (+1)

Saving Throws Str +11, Dex +6, Con +9


Skills Athletics +18, Perception +9
Damage Resistances Fire, Bludgeoning
Damage Immunities Bludgeoning, Piercing and Slashing from nonmagical weapon attacks
Senses Passive Perception 19
Languages Common, Ignan, Giant
Challenge 18 (20,000 XP)

Sand Camouflage. The colossus has advantage on Dexterity (Stealth) checks made to hide in desert terrain.
Brave. The colossus has advantage on saving throws against being frightened.
Brute. When the colossus hits with a melee weapon attack, the attack deals one extra die of the weapon's damage
to the target (included in the attack).
Bear Hug. The colossus has advantage on Strength (Athletics) checks made to initiate a grapple.

ACTIONS
Multiattack. The colossus makes three fist attacks.
Fist. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 29 (6d10 + 7) bludgeoning damage. If
the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Exploding Fists (Recharge 6). The colossus builds up so much molten rock in its fists, it causes an explosion
within a 10 ft. radius. For 1 minute, the giant's first attacks deal an extra (4d6) fire damage.
Summon Fire Elemental (1/Day). The giant summons a fire elemental. The summoned elemental appears in an
unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes
until it dies, or until its summoner dismisses it as an action.

REACTIONS
Unbridled Fury. In response to being hit by a melee attack, the giant can make one melee weapon attack with
advantage against the attacker. It may substitute the melee attack with a grapple attempt.

WEAPONS
Great Fists. The colossus bears its great fists fashioned from the hardening through constant punching and
training for bludgeoning and smashing opponents.
Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon breath and other
ranged weapons.
Ballista. The colossus may also bear a ballista that it uses as a ranged weapon for flying opponents.
Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any
combination: two bombards, two ballistae or two rapid scorpions at the shoulders, two rapid scorpions or greek-
fire projectors at the hips and one or two onagers, mangonels or trebuchets at the back

Magnesium colossi are gargantuan behemoths whose unit trains by punching holes in mountainsides. They are the
towering masters of the deserts. They normally are assigned in arid desert regions of the Empire. Their skin is rough
and dry, like sandstone, and glowing cracks, filled with molten rock, are strung about their fists and all around their
glowing red-yellow eyes. They normally patrol with a group of desert legionnaires and magnesium giants.

Lead Colossus
Gargantuan construct, chaotic good, chaotic neutral or chaotic evil for pilots

Armor Class 17 (natural armor)


Hit Points 364 (16d20 + 196)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA

27 (+8) 27 (+8) 22 (+6) 4 (-3) 7 (-2) 3 (-4)

Skills Perception +10, Stealth +16


Damage Vulnerabilities Bludgeoning, Psychic
Damage Immunities Poison, Acid
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20
Languages —
Challenge 18 (20,000 XP)

Aggressive. As a bonus action, the giant can move up to its speed toward a hostile creature it can see.
Ambusher. In the first round of combat, the colossus has advantage on attack rolls against any creature it
surprised.
Blood Frenzy. The colossus has advantage on melee attack rolls against any creature that doesn't have all its hit
points.
Echolocation. The colossus and its pilots can't use its blindsight if it is deafened.
Keen Smell. The colossus has advantage on Wisdom (Perception) checks that rely on smell.
Sickening Stench. Any creature other than a lead colossus or those within it that starts its turn within 20 feet of
the colossus must succeed on a DC 19 Constitution saving throw or be poisoned until the start of the creature's
next turn. On a successful saving throw, the creature is immune to the stench of all lead colossus for 1 hour.
Stone Camouflage. The colossus has advantage on Dexterity (Stealth) made in rocky terrain.
Sunlight Sensitivity. While in sunlight, the colossus has disadvantage on attack rolls, as well as Wisdom
(Perception) checks that rely on sight.
Surprise Attack. If the colossus surprises a creature and hits it with an attack during the first round of combat, the
target takes an extra 9 (2d8) damage from the attack.

ACTIONS
Multiattack. The giant makes three melee attacks.
Great Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: X (3d10 + 8) piercing damage and X
(3d6) acid damage. If the target is a creature, it must make a DC 17 Constitution saving throw, taking (6d10)
poison damage on a failed save, or half as much on a successful one.
Great Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: X (3d8 + 8) slashing damage. If the
target is a creature, it must make a DC 17 Constitution saving throw, taking (6d10) poison damage on a failed
save, or half as much on a successful one.
Frightful Presence. Any creature that starts its turn within 120 feet of the giant and aware of it must succeed a
DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect
ends for it, the creature is immune to the giant's Frightful Presence for the next 24 hours
Rock. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: X (5d10 + 8) bludgeoning damage.
Shriek (1/Day). The colossus releases a mournful shriek provided it isn't in sunlight. This shriek has no effect on
constructs or undead. All other creatures within 120 feet of the giant that can hear it must make a DC 17 Wisdom
saving throw. On a failure, a creature is deafened and frightened for 1 minute. On a successful save, the creature is
deafened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success.
Summon Earth Elemental (1/Day). The colossus summons an earth elemental. The summoned elemental appears
in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10
minutes until it dies, or until its summoner dismisses it as an action.

WEAPONS
Great Bite. The colossus bears its great maw to bite for piercing opponents.
Great Bite. The colossus bears its great claws for slashing opponents.
Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any
combination: two bombards at the shoulders and two rapid scorpions or greek-fire projectors at the hips.

Lead Colossi are some of, if not the, greatest and most terrifying predators of the Underdark. These behemoths are
constantly emitting a noxious saliva, so foul it has become corrosive. Their pilots are normally drows or other
Underdark denizens who have gone insane, scarred themselves and has grown accustomed to the foul acidic emissions
of the colossus. They are normally used for clandestine operations in the Underdark and are used to combat
subterranean species of dragons and other huge monsters.
Cloud Colossus
Gargantuan construct, neutral good (50%) or neutral evil (50%) for pilots

Armor Class 17 (natural armour)


Hit Points 450 (20d20 + 240)
Speed 40 ft.

STR DEX CON INT WIS CHA

29 (+9) 10 (+0) 24 (+7) 17 (+3) 18 (+4) 18 (+4)

Saving Throws Con +12, Wis +10, Cha +10


Skills Athletics +15, Insight +10, Perception +10
Senses passive Perception 20
Languages Auran, Common, Giant
Challenge 18 (20,000 XP)

Keen Smell. The colossus has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The colossus’ innate spellcasting ability is Charisma (spell save DC 18). It can innately cast
the following spells, requiring no material components:
At will: detect magic, fog cloud, light, minor illusion
3/day each: feather fall, fly, gaseous form, gust of wind, misty step, telekinesis
1/day each: control weather, wind wall

ACTIONS
Multiattack. The colossus makes two Great Morningstar attacks.
Great Morningstar. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Rock. Ranged Weapon Attack: +15 to hit, range 80/320 ft., one target. Hit: 42 (6d10 + 9) bludgeoning damage.
Summon Air Elemental (1/Day). The colossus summons an air elemental. The summoned elemental appears in an
unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes,
until it dies, or until its summoner dismisses it as an action.

WEAPONS
Great Morningstar. The colossus carries a great morningstar fashioned from the strongest metal and used for
piercing and smashing opponents.
Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon breath and other
ranged weapons.
Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any
combination: two ballistae at the shoulders, two rapid scorpions at the hips and one or two catapults, onagers,
mangonels or trebuchets at the back.

Massive colossi that dwell high above the world, cloud colossus are the air force of the Empire, incredibly powerful,
with the ability to summon air elementals. They are tremendously strong and large, and throw massive boulders with
the greatest of ease. Clouds billow off of their skin, and the clouds shape themselves according to the colossus pilot's
mood: the clouds of an angry colossus are forebodingly dark and show menacing faces, while a happy colossus’
clouds are white, while its eyes look as bright as the sun.
Tungsten Colossus
Gargantuan construct, any chaotic alignment for pilots

Armor Class 20 (natural armor, shield)


Hit Points 544 (24d20 + 292)
Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA

30 (+10) 14 (+2) 26 (+8) 20 (+5) 20 (+5) 20 (+5)

Saving Throws Str +14, Con +10, Wis +9, Cha +9


Skills Athletics +20, Intimidation +12, History +12, Perception +12
Damage Resistances Cold, Fire, Force, Thunder
Damage Immunities Bludgeoning, Piercing, and Slashing from from nonmagical weapons
Condition Immunities Charmed, Exhaustion, Frightened
Senses Passive Perception 22
Languages Common, Giant, Primordial
Challenge 25 (75,000 XP)

Alert. The colossus naturally gains +5 to initiative rolls, cannot be surprised as long as it's
conscious, and other creatures don't gain advantage on attack rolls against it as a result of being
hidden from it.
Athlete. When the colossus is prone, standing up only uses 5 feet of his movement. The colossus
can make a running long jump or a running high jump after moving only 10 feet on foot, rather
than 20 feet.
Brute. A melee weapon deals one extra die of its damage when the colossus hits with it (included
in the attack).
Charge. If the colossus moves at least 30 feet straight toward a target and then hits it with a shield
bash attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage.
Quick Reflexes. The colossus gets one extra reaction.
Rampage. When the colossus reduces a creature to 0 hit points with a melee attack on its turn, the
colossus can take a bonus action to move up to half its speed and make a longsword attack.
Relentless (Recharges after Short or Long rest). If the colossus is reduced to 0 hit points, it is
reduced to 1 hit point instead.
Shield Breaker. If the colossus scores a critical hit with a melee attack against a creature, any
nonmagical shield the target is wielding becomes damaged beyond use.
Wrestler. The colossus has advantage on Strength (Athletics) checks to initiate a grapple and may
make one as a bonus action.
ACTIONS
Multiattack. The colossus makes three melee attacks, only one of which may be a shield bash.
Great Long Sword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 36 (6d8 + 9)
slashing damage or 43 (6d10 + 10) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 31 (6d6 + 10)
bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 20 Strength
saving throw or be knocked prone.
Rock. Ranged Weapon Attack: +17 to hit, range 80/320 ft., one target. Hit: 49 (6d12 + 10)
bludgeoning damage.
Earthly Shake (Recharges after a Short or Long Rest). The colossus strikes the ground with its
feet or weapon, triggering an earthquake. All other creatures on the ground within 60 feet of the
colossus must make a DC 20 Strength saving throw. On a failed save, a creature takes 19 (3d12)
bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much
damage and isn't knocked prone.
Battle Cry (1/Day). Each creature of the colossus' choice that is within 30 feet of it, can hear it, and
not already affected by Battle Cry gain advantage on attack rolls until the start of the colossus’ next
turn. The colossus can then make one attack as a bonus action.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the colossus can utter a special
command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an
attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand
the colossus. A creature can benefit from only one Leadership die at a time. This effect ends if the
giant is incapacitated.
Summon Elemental (1/Day). The colossus summons an fire elemental or a earth elemental. The
summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an
ally of the summoner. It remains for 10 minutes until it dies, or until its summoner dismisses it as an
action.

REACTIONS
Deflect. The colossus adds 2 to its AC against one ranged attack that would hit it. To do so, the
colossus must see the attacker and be wielding a shield.
Parry. The colossus adds 4 to its AC against one melee attack that would hit it. To do so, the colossus
must see the attacker and be wielding a melee weapon.
Unbridled Fury. In response to being hit by a melee attack, the colossus can make one melee weapon
attack with advantage against the attacker. It may substitute the melee attack with a grapple attempt.

WEAPONS

Great Long Sword. The colossus carries a great long sword fashioned from the hardest metal and
used for slashing, piercing and smashing opponents.
Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon
breath and other ranged weapons.
Ballista. The colossus may also bear a ballista that it uses as a ranged weapon for flying opponents.
Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any
combination: two bombards at the shoulders, two rapid scorpions or greek-fire projectors at the hips
and one or two onagers, mangonels or trebuchets at the back.

The third and perhaps the most powerful colossus in the Imperial Field Army, the tungsten colossus is
the most powerful of the archetype. A being to rival the storm colossi, tungsten colossus stand atop
the highest cliff tops during battles as they lead entire divisions of infantries, cavalries, giants, hill
colossi and terran colossi of the Calishan Imperial Legion. A tungsten colossus' skin shines like metal
and their hair also shines, but with great amounts of grease. Their tremendous power and resilient skin
make them a force to be reckoned with on the battlefield.

Storm Colossus
Gargantuan construct, chaotic good for pilots

Armor Class 19 (natural armour)


Hit Points 544 (24d20 + 292)
Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA

30 (+10) 14 (+2) 26 (+8) 20 (+5) 20 (+5) 20 (+5)

Saving Throws Str +17, Con +15, Wis +12, Cha +12
Skills Arcana +12, Athletics +17, History +12, Perception +12
Damage Resistances Cold
Damage Immunities Lightning, Thunder
Senses Passive Perception 22
Languages Common, Giant, Primordial
Challenge 21 (33,000 XP)

Amphibious. The giant can breathe air and water.


Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 20). It can
innately cast the following spells, requiring no material components:
At will: detect magic, feather fall, levitate, light
3/day each: control weather, water breathing
1/day: storm of vengeance

ACTIONS
Multiattack. The giant makes two great sword attacks.
Great Sword. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 38 (8d6 + 10)
slashing damage.
Rock. Ranged Weapon Attack: +17 to hit, range 80/320 ft., one target. Hit: 49 (6d12 + 10)
bludgeoning damage.
Lightning Strike (Recharge 5-6). The colossus hurls a magical lightning bolt at a point it can see
within 500 feet of it. Each creature within 20 feet of that point must make a DC 17 Dexterity
saving throw, taking 63 (14d8) lightning damage on a failed save, or half as much damage on a
successful one.
Summon Elemental (1/Day). The colossus summons an air elemental or a water elemental. The
summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as
an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it
as an action.

WEAPONS

Great Long Sword. The colossus carries a great long sword fashioned from the hardest metal and
used for slashing, piercing and smashing opponents.
Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon
breath and other ranged weapons.
Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any
combination: two ballistae at the shoulders, two rapid scorpions at the hips and one or two onagers,
mangonels or trebuchets at the back. They seldom rely on these siege weapons as their powerful
magical storms and lightning bolts are enough to decimate their opponents

The mightiest and strongest of colossus, storm colossi dwell in the deepest undersea rifts and the
peaks of the highest mountains, rarely staying long in the lands between. A storm colossus is always
followed by storm clouds, and their eyes seem to crackle with lightning, especially when they are
angered or surprised. In battle, they can summon furious magical storms and hurl tremendous bolts of
lightning.

MITHRIL COLOSSUS
Gargantuan construct Any alignment for pilots

STR DEX CON INT WIS CHA

67 (+10) 16 (+2) 26 (+8) 20 (+5) 12 (+5) 1 (+5)

Hit Dice: 192d10 (1056 hp)


Initiative: +11
Speed: 100

Armor Class: 79 (+70 natural, +3 dex, +4 haste, -8 size), touch 9, flat-footed 72


Base +144/+180
Attack/Grapple:
Attack: 1 slam +164 melee 24d6+28

Full Attack: 2 slams +164 melee 24d6+28


Space/Reach: 45'/45'

Special Attacks: stomp


Special Qualities: alacrity, antimagic field, DR20/+5 and adamantine

Saves: Fort +64, Ref +135, Will +65


Skills:

Feats: Improved Initiative, Combat Reflexes.

Environment: any
Organization: Solitary

Challenge Rating: 41
Treasure: none(corpse)

Alignment: as creator
Advancement: 193+hd (colossal)
Level Adjustment: -

Combat
A mithril colossus likes to take multiple run actions each round to close with it's opponent. it than
flails away, at 4 attacks per round, until there is nothing to kill or it's creator tells it to stop. it uses it's
stomp ability to incapacitate more dangerous opponents
Stomp(Ex): as a full round action, a mithril colossus can stomp on any opponent it threatens, pinning
it's opponent and dealing slam damage every round, until the opponent escapes or is released.
Alacrity(Su): A mithril colossus can take twice the normal number of actions every round
Antimagic field 100' radius: this functions like antimagic field, but has a 100' radius and is
continuous.

WEAPONS

Great Long Sword. The colossus carries a great long sword fashioned from the hardest metal and
used for slashing, piercing and smashing opponents.
Great Shield. The colossus may also carry a great metal tower shield used for deflecting dragon
breath and other ranged weapons.
Ballista. The colossus may also bear a ballista that it uses as a ranged weapon for flying opponents.
Siege Weapons. The colossus may be mounted by one or more of the following siege weapons in any
combination: two bombards at the shoulders, two rapid scorpions or greek-fire projectors at the hips
and one or two onagers, mangonels or trebuchets at the back.
One of the most powerful and rarest of the colossi, the mithril colossus is a gigantic construct made of
pure mithril steel. Due to its very nature, the mithril colossus itself is impervious to most conventional
damage and resilient to magical damage also. Its immense size can be seen shimmering for miles.
There are only a hand few ever created during the Age of War and the few that were left behind were
hidden away and deactivated by their creators lest they would fall into the wrong hands. Even all their
weapons and mounted siege weapons are made of pure mithril steel.

WARFORGED COLOSSUS
Colossal Construct (Living Construct, Augmented Outsider, Abomination)

Hit Dice: 60d12+1200 (1920 hp)


Initiative: +0

Speed: 80 ft.
Armor Class: 58 (size -8, natural 32, deflection 24), touch 16, flat-footed 58

Base +40/+80 (+40+16+24)


Attack/Grapple:

Attack: Unarmed Strike melee +64 (8d6+24, 20/x2) or Sonic Knife melee +65
(3d6+24 Slashing or Piercing +4d8 Sonic/19-20/x3) or Spike Launcher +64
ranged (4d6/20/x2)
Full Attack: Unarmed Strike melee +64/+59/+44/+39 (8d6+24, 20/x2) or Sonic Knife
melee +65/+60/+55/+50 or Spike Launcher up to 14 times +64
Space/Reach: 30 ft./30 ft.

Special Attacks: Spacial Tear, Frightful Presence, Impact Crater, Absorb Pilot
Special Qualities: Living Construct Traits, Abomination Traits, Divine Rank 0,
Synchronization, Spacial Field, Regeneration 20, SR 72, DR 30/epic, DR
20/-, Fire Resistance 40, Immune to Cold, Limited Lifespan, Sonic Knife,
Berserker, 25% Fortification
Saves: Fort +63 plus Pilot's Fort, Ref +38 plus Pilot's Dex, Will +38 plus Pilot's Wis

Abilities: Str 58, Dex 10 or As Pilot, Con 48, Int — or As Pilot, Wis 11 or As Pilot
+11, Cha 11 or As Pilot +11

Skills: As Pilot
Feats: As Pilot, and Improved Toughness, Improved Unarmed Strike, Superior
Unarmed Strike, Run, Great Fortitude, Lightning Reflexes, Iron Will, Great
Strength, Great Constitution x20, Damage Reduction, Energy Resistance Fire
x2

Environment: Any

Organization: Solitary
Challenge Rating: 60

Treasure: Sonic Knife


Alignment: True Neutral, or As Pilot

Advancement: 61+ HD (Colossal)


Level Adjustment: —

Clad in armor is a giant, massive, and strangely humanoid. It's body is artificial, but its gait is
terribly organic. With a primal roar, it leaps at you, and the impact on the ground shatters the ground
like an earthquake.

At the peak of the Age of War, even the gods became involved. As the war spread across the planes,
ambitious humans took advantage. Discovering a wounded god stuck in the mortal realm, they tried to
manipulate it. For that hubris, the nation involved vanished off the map in a huge explosion. But those
with ambition would not be set back by something as simple as the loss of millions. It is said they
discovered pieces of the diefic flesh from the wounded god, and using the most powerful magic spells
they imbued the power of the gods into artificial flesh and blood, a warforged so massive and
powerful that a single one could conquer the world.

Thus an abomination was born. The creature had no mind, instead it possessed implants to control it,
and a throne to pilot it. Those inside were protected, and became as the god-forged construct. They
brought massive power upon their enemies, fighting other gods and destroying them. Flawed as it
was, only able to persist as a deity for 5 minutes before it had to rest, it still was mortal's greatest
achievement. But their creation may not be their's entirely to control, and it happens to have a habit of
driving its pilots to depression and madness.

Its uncertain how many were made, reports speak anywhere from 1 to 13 models. It's confirmed that
at least the first 5 models all possessed strange defects, physically and mentally. In the case of the first
3, all of them ended up absorbing one of their pilots. Several cases of a berserker occurred as well,
and causalities were high. Where these abominations exist now is a mystery.

Combat
Controlled by its pilot, a Warforged Colossus fights as well as its pilot. Living, but not aware, it
requires a being who can successfully synchronize with it before activating. In case of a berserker, the
warforged colossus fights like a wild beast possessed in insufferable rage, never letting up until the
source of its rage is destroyed. It even denies death to obtain its desire.

Spacial Tear (Su): A warforged colossus is able to warp the very fabric of space. It may use this
offensively, releasing a serrated wave of invisible blades with a slash of its hand. Within a 120 ft.
cone, all targets take 15d12 force damage, with a Will save DC 20 + Cha modifier. The spacial tear is
capable of tearing down other warforged colossi's spacial fields. A warforged colossus may perform
this once every 2d4 rounds.

Frightful Presence (Su): A warforged colossus projects a frightful presence to all that can see it, in
120 ft. The saving throw varies by the pilot, as it is Charisma based. It is 40 + Cha. When without a
pilot, the frightful presence functions to a lesser extent, causing targets to be shaken instead of
frightened, at DC 40.

Impact Crater (Ex): A warforged colossus is heavy, its footsteps rattle the earth. As such, when it
jumps at least 80 ft. and lands, it lands with tremendous force, duplicating the effects of an
Earthquake spell, DC 42. The DC is Strength based.

Absorb Pilot: A warforged colossus possesses a special cockpit hidden within the folds of its upper
back and spine. Here, encased in liquid and mentally linked to the colossus, the pilot controls
everything with his synchronization ratio (see below). A high sync ratio is generally good, but once it
exceeds 400% the warforged colossus apparently turns on its pilot, and an Ego battle occurs. The pilot
must make a DC 40 Will save, or be dissolved within the liquid blood of the warforged colossus,
vanishing from this world. For all purposes, the subject is dead, and their soul trapped inside. Only
destroying the colossus, deity intervention, a wish or miracle spell, or circumstances that have not yet
been entirely identified, seemingly related to the soul(s) inside the Warforged Colossus, can restore
the soul now. However, after such an event occurs once, the warforged colossus begins to act
strangely, and during its berserk times it will display personality quirks of the lost soul. In addition it
may have a better or worse synchronization ratio to people the lost soul knew, including self-
activating at completely random times.

Living Construct and Abomination Traits: The Warforged Colossus is a construct, but due to the
materials used it has some outsider and abomination traits. A warforged colossus has a constitution
score, unlike other constructs. It does not have low-light or darkvision, and is not immune to mind
affecting effects.

A warforged colossus is immune to poison, sleep effects, paralysis, disease, nausea, fatigue,
exhaustion, effects that cause the sickened condition, energy drain, polymorphing, petrification,
ability drain, ability damage, and immune to cold. It is under a continuous nondetection effect with a
caster level of 60.

A warforged colossus cannot heal lethal damage naturally, and is subject to critical hits, nonlethal
damage, stunning, death effects, and necromancy effects. It is fully healed by the Repair series of
spells, and partially healed by Cure spells. It does not eat, sleep, or breath, but can benefit from
consumed items such as potions. As a living creature, a warforged colossus dies at -10 hp. It has 25%
fortification, is not subject to death from massive damage, and maximum hit points per hit die. They
may choose both epic and non-epic feats as part of their feat selection.

It has an effective divine rank of 0, for any deific effects which reference it.

Sonic Knife: Generally, a Warforged Colossus is equipped with a weapon known as a Sonic Knife.
This weapon functions as a Masterwork SRD:Dagger, but has the size-based damage increment of a
Spiked Gauntlet and does an additional This weapon is typically stored in the distinctive fins on its
shoulders and can be drawn or sheathed as any other weapon, typically as a move action. If the knife
is Sundered, certain units may push a button on the remaining hilt and deploy a second blade as an
action equivalent to drawing a weapon.

Spike Launcher: In some cases, a Warforged Colossus is armed with a spike launcher in one of its
shoulders, holding 14 spikes. These can be fired from its shoulder as a ranged weapon with a range
increment of 30 feet. Because this weapon is concealed, unless the enemy has seen this move used
before, it is counted as Flat-Footed. Once a spike has been fired, it cannot be reloaded except with
100 lbs. of gunpowder and either a successful Profession(Gunsmith) check at DC 30, or a successful
Profession(Maintain Warforged Colossus) check at DC 20. If the Warforged Colossus takes a full-
round action to attack, it can launch any number of spikes, up to the amount it has remaining in its
magazine. Not all Warforged Colossi are equipped with this weapon; in fact, it is a nonstandard
feature.

If a target is successfully hit with a spike, then it suffers a -1 penalty to its AC as long as the spike is
stuck in it, unless the spike was used for a called shot to a limb, in which case the limb is disabled; the
penalty is cumulative for multiple spikes. (If taking a full-round action to fire multiple spikes, apply
the penalty after the end of the Warforged Colossus's turn.) The spikes can be removed by a
Gargantuan or larger creature or equivalent thereof at a rate of one spike for each appendage available
to remove them per round as a move-equivalent action.

If fired against a target of Huge or smaller size, rather than making an attack roll and inflicting
damage, the target must make a Reflex save or be instantly killed. The save DC is 35 minus 2 for each
Range increment that the spike is fired over.
Synchronization: A warforged colossus is a god on earth, but without a pilot it is little more than
inert god-flesh in composite plating. When a pilot enters a warforged colossus, they gain total cover
and concealment, and the cockpit floods with a breathable liquid which enables communication
between pilot and colossus. The pilot much make a special opposed Charisma check against the
colossus, and if they win, they roll 1d100 + HD + ten times the pilot's charisma bonus. A result over
100 results in activation, and the pilot is now linked to the machine, adding his mental scores to the
scores of the colossus and overriding its Dexterity score, and adjusting save DCs, saving throws, and
other modifiers accordingly. If the Warforged Colossus successfully makes an attack against an
enemy in any given round, the Synchronization Ratio is increased by 1d8-1 at the end of the round. If
the Colossus made multiple melee attacks as a full-round action, the SR will increase by 1d8-1 for the
first, 1d8 for the second, 1d8+1 for the third, and so on. Any time the Warforged Colossus is
damaged, however, the Sync Ratio decreases by 1d6-1 for the first 75 points of damage inflicted by
the attack, 1d6 for the second 75 points, and so on.

If 200% synchronization is achieved, the pilot feels even more comfortable inside this artificial body
than before. The colossus gains a +4 bonus to Strength, Dexterity, and Wisdom. If 300%
synchronization is achieved, the bonuses rise to +8. If 400% synchronization is achieved the pilot
risked being absorbed, but the pattern continues to +12, +16, and so forth.

The synchronization comes with a downside. The pilot feels the pain taken by the warforged colossus
when synchronized, and while the colossus does not die from massive damage, the pilot may die for
any damage over 250 points in one blow. In addition any mind affecting spells are funnels direct to
the pilot, although they gain a +20 circumstance bonus to their saving throw due to the shielding
effects of the fluid.

Spacial Field (Su): A warforged colossus is able to warp the very fabric of space. It may use this
defensively, forming a barrier that none may pass. Only the presence of another spacial field, an
spacial attack such as spacial tear, or epic weapons can bypass this field. While in effect, the
warforged colossus gains DR/epic equal to its current synchronization ratio. This can quickly make a
warforged colossus nigh invincible. It is a move action to unfold the spacial field into action.

As a standard action which requires concentration, the warforged colossus can solidify his spacial
field into a Wall of Force with a caster level of 60. Another warforged colossus may destroy this wall
by erecting one of his own in the same space, the result cancels out both attempts and causes the
spacial fields of both colossi to deactivate.

Regeneration (Ex): A warforged colossus regenerates at an alarming rate. Only weapons of deific
origin, artifacts, or epic weapons of +10 or above deal lethal damage to a warforged colossus.
Limited Lifespan: Animating the flesh of a dead god is no easy task. The core of the warforged
colossus seems to be nothing other than a 1 ft. sphere of Proteum, encased in ruby crystal. It animates
the entire thing. And yet even with this, it only serves as a hub for its power, the magical battery
discharges alarmingly quick when the warforged colossus is activated, with a lifespan of 16 hours
normally, and 5 minutes if engaging in stressful situations, such as combat. The creators at the time
developed a way to "plug" the warforged into another Proteu Generator or electrical power source
providing power, which worked but limited its range. Alternatively, it is possible to attach additional
battery packs on the shoulders of the unit, tripling the duration of its lifespan. There is rumor that one
warforged colossus did manage to activate its core completely. and no longer needs a second power
source to keep its core recharged.

Berserker: The warforged colossus is a mentally unstable beast. If its pilot is rendered nonfunctional
from shock, the battery has run out of power, the pilot has been absorbed, or even sometimes in a fit
of rage or fear, the warforged colossus becomes a berserker! Its eyes glow, its mouth agape in primal
roar, and it enters a state of frenzy, gaining +16 to Strength and Constitution, it ignores any lack of
power, and continues to fight deep into the negatives. As long as its frenzy continues it is not treated
as disabled at 0 hp, nor dying at -1 to -9. Even if reduced to -10 or less, it keeps fighting normally
until the frenzy ends. At that point any wounds which have not been healed by this time apply
normally. This ability does not prevent death from spell effects such as disintegrate and other effects
which destroy the body.

Its regeneration doubles to 40 during berserker, and it behaves in a very primitive manner, though it
sometimes shows the traits of any being it has previously absorbed. It may frenzy in this berserk state
equal to 3 + Con modifier in rounds, resulting in several minutes of massive destruction before it
finally cools down. Its pilot rarely seems to remember clearly what occurs during these fits of
madness.

While Berserker, treat the Warforged Colossus's mental scores (Intelligence, Wisdom, Charisma),
skills, and feats as if it were being piloted by a pilot that was previously absorbed.

A berserker typically only occurs 5% of the time. Roll a d% when the warforged colossus encounters
one of these situations to see if the colossus goes berserk. The Warforged Colossus can, with a
Charisma check (without the pilot's bonus), increase this chance by the result of that Charisma check.
The pilot can increase or decrease the chance with a similar Charisma check; however multiply the
end result of the pilot's roll by the Sync ratio as a percentage, that is, 0% is 0, 100% is 1, et cetera,
before rolling the d%.

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