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COLOSSUS OF CALISHA

The Colossus of Calisha are huge, titanic, humanoid


height of the Calishan Empire.

Clad in armor is a gigantic, massive, and strangely


terribly organic. With a primal roar, it leaps at you
like an earthquake.
At the peak of the Age of War, even the gods becam
elves, giants and humans. As the war spread across
the gods’ participation. Discovering a wounded god
due to exhaustion of its powers, they tried to manip
powerful weapons. For that hubris, the nation invol
map in a huge explosion that claimed the entire land
so easily by something as simple as the loss of milli
deific flesh from the wounded gods, and using the m
they imbued the power of the gods into artificial fle
colossal war machines now known as Colossus.
The Colossi have no mind, instead it possessed imp
head near the portion where the ears should be posit
Colossus. A single pilot may not be enough to hand
legendary War-Forged Colossus which can be pilot
Construct Traits: Immune to mind-affecting effects
morale effects), and to poison, sleep, paralysis, stun
and any effect that requires a fortitude save unless i
(though regeneration and fast healing still apply, if p
damage, ability damage, ability drain, or Energy Dr
destroyed when reduced to 0 hit points or less; cann
Magic Immunity (Ex): A colossus completely resist
where otherwise noted below.
Antimagic Field (Ex): A colossus constantly genera
field is an invisible barrier that is impervious to mos
abilities, and supernatural abilities. Likewise, it prev
within its confines, except for the colossus’s own su
This effect is otherwise as an antimagic field cast b
Full Plate Armor: A colossus’ full armor plating red
an area effect like dragon breath or bombard. On ra
magical armor plating and thus any +1 point to the m
more point. A magical full plate armor +2 reduces a
to a minimum of 1.
A colossus’s natural weapons are treated as epic for
Besides their natural weapons, melee and siege wea
proportion.
Construction
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 Dexte


Innate Spellcasting. The colossus’ innate spellcasting abili
requiring no material components and extend this ability to
At will: animal friendship, barkskin, druidcraft, entangle, f
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 (Per


Never Bathe. The colossus is immune to saving throws tha
Speak with Animals and Plants. The colossus can commun
Tree Glide. The colossus can burrow through nonmagical,
disturb the material it moves through.

ACTIONS
Hill Colossus
Gargantuan construct, chaotic good, chaotic neutral or cha

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
Bombard Shell. Ranged Weapon Attack: +12 to hit, range
damage.
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 (

ACTIONS
Multiattack. The colossus makes two great club attacks.
Great Club. Melee Weapon Attack: +13 to hit, reach 10 ft.,
normally acts the lead fighter in a platoon with companies a
infantries following behind them. Across the body of a terr
arrows and bolts made from this obsidian are capable of pie
terran colossus is also harvested of these parts that are essen
arrows being used by the Imperial Field Armies.

Frost Colossus
Gargantuan construct, chaotic good, chaotic neutral and c

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
blizzard-hammered mountains, though some may also be hi
watercraft.

Fire Colossus
Gargantuan construct, lawful good, lawful neutral or lawfu

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)
Siege Weapons. The colossus may be mounted by one or m
combination: two bombards at the shoulders, two greek-fire
loaded with fireball shells at the back. Since Fire Colossus
and carry a great load of their ammunitions, they are prone
unpurposely. This may create an explosion of around 100 f
immune to fire, the same cannot be held true to those aroun

As ferocious as they are massive, fire colossi are both intell


Calishan Empire and are sometimes found near army bases
They are mostly found with a squad of highly trained Calish
operations (meaning burning or melting down defeated arm
their the capital or the other city-states due to their destructi
ammos are prematurely ignited. Their skin glows slightly in
look like orbs of magma. Their armor are mostly red or pain
status as Fire Colossus. Pilots and siege weapon operators o
wearing a specially-crafted ring of fire resistance to protect
colossus’ natural emission of fire.

Pearl Colossus
Gargantuan construct, any lawful alignment for pilots
3/day each: gaseous form, mass cure wounds, misty step
1/day each: control weather
Politicians. The colossus has advantage on Charisma (Pers
political and army bureaucracies.
Speak with Ocean Creatures. The colossus can speak with
Underwater Camoflouflage. The colossus has advantage o

ACTIONS
Multiattack. The colossus makes three melee attacks or tw
Great Trident. Melee or Ranged Weapon Attack: +15 to hi
damage, or X (4d8 + 8) piercing damage if used with two h
Net. Ranged Weapon Attack: +15 to hit, range 60/120 ft., o
is restrained by netting. As an action, the restrained targets
a success. The net can also be attacked and destroyed (AC
psychic damage).
Mine Shell. Ranged Weapon Attack: +15 to hit, range 80/3
Scalding Jet (Recharge 4-6). The colossus creates a jet of
that area must make a DC 18 Dexterity saving throw, takin
much damage on a successful one. Being underwater doesn
Summon Water Elemental (1/Day). The giant summons a
an unoccupied space within 60 feet of its summoner and ac
minutes until it dies, or until its summoner dismisses it as a

WEAPONS
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; Bludgeonin
Condition Immunities Charmed, Paralyzed
Senses Passive Perception 19
Languages Common, Draconic, Elvish, Giant, Sphinx, tele
Challenge 18 (20,000 XP)

Innate Spellcasting. The colossus’ innate spellcasting abili


cast the following spells, requiring no material components
At will: acid splash, charm person, detect magic, detect tho
magic missile, prestidigitaion, ray of frost
3/day: arcane hand, counterspell, dispel magic, dominate p
2/day: darkness, fear, invisibility, plane shift, polymorph,
1/day: dimension door, gaseous form
Arcane Cannons. The colossus also carries multiple barrel
and thunder damage to those within the blast radius.
Siege Weapons. The colossus normally does not carry any
with batteries of magical weapons emitting fireballs, lightn
These weapons are mounted on different portions of the me
arms and legs and can retracted to hide when not in use and

Mercury colossi are practically an embodiment of the arcan


and eyes sparkle, even with no light. Static electricity consta
always wave, if slowly and very slightly. Their mage armor
transform fluidly whenever the pilots wills it. Weapons can
with melee weapons appearing and batteries of weapons app
been sought out by powerful magic users for ages since they
effectively channel their magic from within when piloting th
even shun out the empire’s forces, as their powerful magica

Magnesium Colossus
Gargantuan construct, chaotic good (20%), chaotic neutra

Armor Class 16 (natural armor)


Hit Points 380 (17d20 + 202)
Rock. Ranged Weapon Attack: +14 to hit, range 80/320 ft.,
the target is a creature, it must succeed on a DC 17 Strength
Exploding Fists (Recharge 6). The colossus builds up so m
within a 10 ft. radius. For 1 minute, the giant's first attacks
Summon Fire Elemental (1/Day). The giant summons a fi
unoccupied space within 60 feet of its summoner and acts a
until it dies, or until its summoner dismisses it as an action.

REACTIONS
Unbridled Fury. In response to being hit by a melee attack
advantage against the attacker. It may substitute the melee

WEAPONS
Great Fists. The colossus bears its great fists fashioned fro
training for bludgeoning and smashing opponents.
Great Shield. The colossus may also carry a great metal tow
ranged weapons.
Ballista. The colossus may also bear a ballista that it uses a
Siege Weapons. The colossus may be mounted by one or m
combination: two bombards, two ballistae or two rapid scor
fire projectors at the hips and one or two onagers, mangone

Magnesium colossi are gargantuan behemoths whose unit tr


Languages —
Challenge 18 (20,000 XP)

Aggressive. As a bonus action, the giant can move up to its


Ambusher. In the first round of combat, the colossus has ad
surprised.
Blood Frenzy. The colossus has advantage on melee attack
points.
Echolocation. The colossus and its pilots can't use its blind
Keen Smell. The colossus has advantage on Wisdom (Perc
Sickening Stench. Any creature other than a lead colossus
the colossus must succeed on a DC 19 Constitution saving
next turn. On a successful saving throw, the creature is imm
Stone Camouflage. The colossus has advantage on Dexteri
Sunlight Sensitivity. While in sunlight, the colossus has dis
(Perception) checks that rely on sight.
Surprise Attack. If the colossus surprises a creature and hit
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., o
(3d6) acid damage. If the target is a creature, it must make
poison damage on a failed save, or half as much on a succe
Lead Colossi are some of, if not the, greatest and most terrif
constantly emitting a noxious saliva, so foul it has become c
Underdark denizens who have gone insane, scarred themsel
of the colossus. They are normally used for clandestine oper
subterranean species of dragons and other huge monsters.

Cloud Colossus
Gargantuan construct, neutral good (50%) or neutral evil (

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)
Massive colossi that dwell high above the world, cloud colo
with the ability to summon air elementals. They are tremend
the greatest of ease. Clouds billow off of their skin, and the
mood: the clouds of an angry colossus are forebodingly dark
clouds are white, while its eyes look as bright as the sun.

Tungsten Colossus
Gargantuan construct, any chaotic alignment for p

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
Relentless (Recharges after Short or Long rest). If
reduced to 1 hit point instead.
Shield Breaker. If the colossus scores a critical hit
nonmagical shield the target is wielding becomes d
Wrestler. The colossus has advantage on Strength (
make one as a bonus action.

ACTIONS
Multiattack. The colossus makes three melee attac
Great Long Sword. Melee Weapon Attack: +17 to
slashing damage or 43 (6d10 + 10) slashing damage
Shield Bash. Melee Weapon Attack: +17 to hit, rea
bludgeoning damage. If the target is a Huge or smal
saving throw or be knocked prone.
Rock. Ranged Weapon Attack: +17 to hit, range 80
bludgeoning damage.
Earthly Shake (Recharges after a Short or Long
feet or weapon, triggering an earthquake. All other
colossus must make a DC 20 Strength saving throw
bludgeoning damage and is knocked prone. On a su
WEAPONS

Great Long Sword. The colossus carries a great lon


used for slashing, piercing and smashing opponents
Great Shield. The colossus may also carry a great m
breath and other ranged weapons.
Ballista. The colossus may also bear a ballista that i
Siege Weapons. The colossus may be mounted by o
combination: two bombards at the shoulders, two ra
and one or two onagers, mangonels or trebuchets at
The third and perhaps the most powerful colossus in
the most powerful of the archetype. A being to riva
the highest cliff tops during battles as they lead enti
colossi and terran colossi of the Calishan Imperial L
and their hair also shines, but with great amounts of
make them a force to be reckoned with on the battle

Storm Colossus
Gargantuan construct, chaotic good for pilots
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 attac
Great Sword. Melee Weapon Attack: +17 to hit, rea
slashing damage.
Rock. Ranged Weapon Attack: +17 to hit, range 80
bludgeoning damage.
Lightning Strike (Recharge 5-6). The colossus hur
within 500 feet of it. Each creature within 20 feet o
saving throw, taking 63 (14d8) lightning damage o
successful one.
Summon Elemental (1/Day). The colossus summo
summoned elemental appears in an unoccupied spa
an ally of the summoner. It remains for 10 minutes
as an action.

WEAPONS

Great Long Sword. The colossus carries a great lon


Hit Dice: 192d10 (1056 hp)

Initiative: +11

Speed: 100

Armor Class: 79 (+70 natural, +3 dex, +

Base Attack/Grapple: +144/+180

Attack: 1 slam +164 melee 24d6+2

Full Attack: 2 slams +164 melee 24d6+

Space/Reach: 45'/45'

Special Attacks: stomp

Special Qualities: alacrity, antimagic field, D

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

Skills:

Feats: Improved Initiative, Comb

Environment: any

Organization: Solitary
Great Shield. The colossus may also carry a great m
breath and other ranged weapons.
Ballista. The colossus may also bear a ballista that i
Siege Weapons. The colossus may be mounted by o
combination: two bombards at the shoulders, two ra
and one or two onagers, mangonels or trebuchets at
One of the most powerful and rarest of the colossi, t
pure mithril steel. Due to its very nature, the mithril
damage and resilient to magical damage also. Its im
There are only a hand few ever created during the A
hidden away and deactivated by their creators lest th
weapons and mounted siege weapons are made of p

WARFORGED COLOSSUS
Colossal Construct (Living Construct, Augmented

Hit Dice: 60d12+1200 (1920 hp)

Initiative: +0
Skills: As Pilot

Feats: As Pilot, and Improved To


Unarmed Strike, Run, Gre
Strength, Great Constitutio
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 hu


terribly organic. With a primal roar, it leaps at you
like an earthquake.

At the peak of the Age of War, even the gods becam


Controlled by its pilot, a Warforged Colossus fights
requires a being who can successfully synchronize w
warforged colossus fights like a wild beast possesse
source of its rage is destroyed. It even denies death

Spacial Tear (Su): A warforged colossus is able to


offensively, releasing a serrated wave of invisible b
cone, all targets take 15d12 force damage, with a W
capable of tearing down other warforged colossi's s
this once every 2d4 rounds.

Frightful Presence (Su): A warforged colossus pro


120 ft. The saving throw varies by the pilot, as it is
pilot, the frightful presence functions to a lesser ext
frightened, at DC 40.

Impact Crater (Ex): A warforged colossus is heav


jumps at least 80 ft. and lands, it lands with tremend
Earthquake spell, DC 42. The DC is Strength based

Absorb Pilot: A warforged colossus possesses a sp


ability drain, ability damage, and immune to cold. I
caster level of 60.

A warforged colossus cannot heal lethal damage na


damage, stunning, death effects, and necromancy ef
spells, and partially healed by Cure spells. It does n
consumed items such as potions. As a living creatur
fortification, is not subject to death from massive da
may choose both epic and non-epic feats as part of t

It has an effective divine rank of 0, for any deific ef

Sonic Knife: Generally, a Warforged Colossus is eq


This weapon functions as a Masterwork SRD:Dagg
Spiked Gauntlet and does an additional This weapo
shoulders and can be drawn or sheathed as any othe
is Sundered, certain units may push a button on the
action equivalent to drawing a weapon.

Spike Launcher: In some cases, a Warforged Colo


shoulders, holding 14 spikes. These can be fired fro
Synchronization: A warforged colossus is a god on
inert god-flesh in composite plating. When a pilot e
and concealment, and the cockpit floods with a brea
between pilot and colossus. The pilot much make a
colossus, and if they win, they roll 1d100 + HD + te
100 results in activation, and the pilot is now linked
scores of the colossus and overriding its Dexterity s
other modifiers accordingly. If the Warforged Colos
enemy in any given round, the Synchronization Rat
the Colossus made multiple melee attacks as a full-r
first, 1d8 for the second, 1d8+1 for the third, and so
damaged, however, the Sync Ratio decreases by 1d6
the attack, 1d6 for the second 75 points, and so on.

If 200% synchronization is achieved, the pilot feels


than before. The colossus gains a +4 bonus to Stren
synchronization is achieved, the bonuses rise to +8.
risked being absorbed, but the pattern continues to +

The synchronization comes with a downside. The p


Limited Lifespan: Animating the flesh of a dead g
colossus seems to be nothing other than a 1 ft. sphe
the entire thing. And yet even with this, it only serv
discharges alarmingly quick when the warforged co
normally, and 5 minutes if engaging in stressful situ
developed a way to "plug" the warforged into anoth
providing power, which worked but limited its rang
battery packs on the shoulders of the unit, tripling th
warforged colossus did manage to activate its core c
source to keep its core recharged.

Berserker: The warforged colossus is a mentally un


from shock, the battery has run out of power, the pi
of rage or fear, the warforged colossus becomes a b
roar, and it enters a state of frenzy, gaining +16 to S
power, and continues to fight deep into the negative
as disabled at 0 hp, nor dying at -1 to -9. Even if red
until the frenzy ends. At that point any wounds whi
normally. This ability does not prevent death from s

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