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, subdual
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. This effect is otherwise as an
antimagic field cast by a 25th-level caster.
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. Except for the much tougher requirements, constructing a colossus is not unlike constructing a
golem.
|
Stone Colossus
|
Flesh Colossus
|
Iron Colossus
|
Colossal Construct |
Colossal Construct |
Colossal Construct |
Hit Dice:
|
64d10 (432 hp) |
100d10 (630 hp) or as controlling spirit |
96d10 (603 hp) |
Initiative:
|
-3 (Dex) |
+2 (-2 Dex, +4 Improved |
-2 (Dex) Initiative) |
Speed:
|
40 ft. (can't run) |
40 ft. (can't run) |
50 ft. (can't run) |
AC:
|
44 (-8 size, -3 Dex, +45 natural) |
45 (-8 size, -2 Dex, +25 natural, +20 profane) |
60 (-8 size, -2 Dex, +60 natural) |
Base Attack/Grapple:
|
+48/+94 |
+75/+103 |
+72/+123 |
Attack:
|
Slam +70 (8d6+30) melee |
Colossal club +79 (6d6+18) melee or slam +79 (4d6+12) melee or thrown object (weighing 10 tons or less) +65 (4d6+12) ranged |
Slam +99 (12d6+35) melee |
Full Attack:
|
2 slams +70 (8d6+30) melee |
Colossal club +79 (6d6+18) melee or 2 slams +79 (4d6+12) melee or thrown object (weighing 10 tons or less) +65 (4d6+12) ranged |
2 slams +99 (12d6+35) melee |
Space/Reach:
|
30 ft./30 ft. |
30 ft./30 ft. |
30 ft./30 ft. |
Special Attacks:
|
Shatter
|
Frightful presence, horrific appearance, stomp, stench |
Breath weapon
|
Special Qualities:
|
Construct traits, magic immunity, antimagic field, DR 10/Epic and adamantine |
Construct traits, magic immunity, DR 15/Epic and adamantine, negative energy affinity |
Construct traits, magic immunity, antimagic field, rustproof, DR 20/Epic and adamantine |
Saves:
|
Fort +21, Ref +18, Will +21 |
Fort +33, Ref +31, Will +33 |
Fort +32, Ref +30, Will +33 |
Abilities:
|
Str 70, Dex 5, Con -, Int 7, Wis 10, Cha 1 |
Str 35, Dex 6, Con -, Int 1 or as controlling spirit, Wis 11 or as controlling spirit, Cha 1 or as controlling spirit |
Str 80, Dex 7, Con -,Int 9, Wis 12, Cha 1 |
Skills:
|
Jump +34 |
Jump +16 or as controlling spirit |
Jump +43 |
Climate/Terrain:
|
Any |
Any |
Any |
Organization:
|
Solitary |
Solitary |
Solitary |
Challenge Rating:
|
24 |
27 |
33 |
Treasure:
|
None |
None |
None |
Alignment:
|
Usually neutral |
Neutral evil or neutral |
Usually neutral |
Advancement:
|
65-192 HD (Colossal) |
None (abilities may vary by level of possessing spirit) |
97-288 HD (Colossal) |
A
stone colossus's body is chiseled from a single block of hard stone, such as granite, weighing at least 375,000 pounds. The colossus costs 760,000 gp to create, which includes 100,000 gp for the body. Assembling the body requires a successful
Craft (sculpting) or
Craft (masonry) check (DC 37). The creator must be 25th level and able to cast epic spells. Completing the ritual drains 30,600 XP from the creator and requires
geas/quest, limited wish, polymorph any object, and
shatter.
A
flesh colossus knows all languages spoken in life by the ghost who acts as its control-ling spirit. When the controlling spirit is suppressed, it mutters in all the
tongues spoken by its component corpses.
Frightful Presence (Ex): All who come within a mile of the
flesh colossus must make Will saves (DC 55). Those who make their saves are shaken. Those who fail by 20 points or less are frightened. Those who fail by 21 to 40 points are panicked. Those who fail by 41 points or more are cowering. The DC is Charisma-based.
Horrific Appearance (Su): Once per day, the controlling spirit within a
flesh colossus may draw upon the negative energy latent in the construct to transform its countenance into a horrible leering visage: All within 300 feet who see this must make a Fortitude save (DC 55) or take 2d4 points of temporary Strength, Dexterity, and Constitution
damage. The DC is Charisma-based.
Stench (Ex): All creatures with a sense of smell who come within 300 feet of the construct must make a Fortitude save (DC 60) or be nauseated (unable to attack, cast spells, concentrate on spells, or do anything else requiring attention, except for a single move or move-equivalent action per round). Those who succeed on their saves take a -4 circumstance penalty on all
attack rolls,
saving throws, and
skill checks for the next 2d6+4 minutes. The DC is Constitution-based.
Magic Immunity (Ex): A
flesh colossus is immune to all magical and supernatural effects except those that use negative energy (see below).
Negative Energy Affinity (Su): Any negative energy spell targeted at the colossus repairs
damage taken by the colossus at the rate of 1d10
hit points per level of the spell.
Only a master necromancer of surpassing power can create a
flesh colossus. The bodies of not less than three hundred previously animated Medium-size humanoid creatures must be stripped of their flesh and the bones, which are then rendered in two great vats. The resulting semiliquid bone-paste is then cast into a new articulated skeleton of great size, to which the rendered flesh is applied like wet clay to shape the figure. Finally, the necromancer must bind a ghost of at least 10 HD (the more powerful the better) into the colossus to act as its controlling spirit. Without the controlling spirit, the colossus is just an oversized zombie; with it, it functions as a
golem of great size and repugnant appearance. If no ghost is available, the necromancer may occupy the colossus himself by casting
magic jar. The colossus costs 760,000 gp to create, which includes 100,000 gp for the body. Assembling the body takes no great skill, and many flesh colossi reveal that fact in their uncouth forms. The creator must be 29th level and able to cast epic spells. Completing the ritual drains 30,600 XP from the creator and requires
magic jar, limited wish, polymorph any object, and
finger of death.
Breath Weapon (Su): Cone of poisonous gas, 80 feet, as a
free action every 1d4 rounds, initial
damage 3d6 temporary Con, secondary
damage 2d6 temporary Con, Fort half (DC 58). The DC is Constitution-based.
Magic Immunity (Ex): An
iron colossus is immune to all magical and supernatural effects, except as follows. An electricity effect restores 1
hit point to the
iron colossus for each 3 points of
damage it would otherwise deal.
Rustproof (Ex): An
iron colossus is not affected by rust attacks, unlike smaller iron golems.
An
iron colossus's body is sculpted from 150,000 pounds of pure iron. The colossus costs 1,000,000 gp to create, which includes 100,500 gp for the body. Assembling the body requires a successful
Craft (armorsmithing) or
Craft (weaponsmithing) check (DC 42). The creator must be 35th level and able to cast epic spells. Completing the ritual drains 50,000 XP from the creator and requires
cloudkill, geas/quest, limited wish, and
polymorph any object.