00 Eberron Rising From The Last War-pages-Deleted

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"Hanamar" (Colossus WX-42) stands at the bottom of

WARFORGED C OLOSSUS Kraken Bay, near the coast of Va!enar, buried up to its
I n the final days o f the Last War, House Cannith un­ knees in sand and flooded, but it is otherwise intact.
leashed its mightiest creations: the warforged colossi. "Karrnslayer" (Colossus WX-31) lost its legs but
These enormous mechanical warriors thundered across crawls through the Mournland, using its arms to
Cyre, crushing everything in their paths and leaving drag its great bulk across the ground. It is always
ruin behind them. Meant to end the war decisively, the prone and can't use its Stomp action, but makes three
colossi pulverized hundreds of �oldiers beneath their extra turret attacks when it takes the Multiattack ac­
feet and incinerated whole legions with beams of fiery tion option.
light that shot from their mouths. This rampage was cut • "Landro" (Colossus WX-33) is partially phased into a
short on the Day of Mourning. The arcane cataclysm mountainside on the border of Cyre and Breland, but
that engulfed Cyre destroyed most of the warforged co­ still explorable and potentially salvageable.
lossi, causing them to collapse into lifeless heaps. • "Norr" (Colossus WX-5) is slumped amid the ruins of
Colossal Survivors. Some warforged colossi survived Metro!, the former capital of Cyre.
the Day of Mourning more or less intact and are thought • "Tymber" (Colossus WX-12) squats in the Crawling
to only be in stasis, waiting to be awakened. Cannith Swamp, in the northwest corner of the Shadow
artificers are eager to track them down and determine Marches. How it got there, no one knows.
whether they can be awakened or, at the very least,
Hollow Structure. Although it can operate without a
salvaged for docents and other magic items. Here are
crew, a warforged colossus is built to carry wizards, ar­
locations where operational warforged colossi are ru­
tificers, magewrights, and elite troops. For this reason,
mored to dwell:
these constructs are largely hollow on the inside, with
• "Arkus" (Colossus WX-11) lies prone at the bottom of tunnels, ladders, storage areas, and observation decks .
the Glowing Chasm in the northern part of the Mourn­ A colossus might be filled with monsters and secrets,
land, with one of its arms torn off. in addition to the corpses of those who died inside it.
• "Artorok" (Colossus WX-73) sits at the bottom of Lake In chapter 4, map 4.8 illustrates an inactive warforged
Cyre amid the scaffolding of a sunken House Cannith colossus, and the text that accompanies it explains how
workshop, flooded but otherwise intact. the colossus might serve as an adventure location.

WARFORGED COLOSSUS ACT I O N S


Gargantuan construct, unaligned Multiattack. The colossus makes three attacks-one with its
slam and two with its eld ritch tu rrets-and then uses Stomp.
Armor Class 23 (natural armor)
Hit Points 41 0 (20d20 + 200) Slam. Melee Weapon Attack: + 1 8 to h it, reach 20 ft., one target.
Speed 60 ft. Hit: 29 (3d l 2 + 1 0) bludgeon ing damage, and the coloss us can
push the ta rget up to 20 feet away from it.
STR DEX CON INT WIS CHA Eldritch Turret. Ranged Spell Attack: +18 to h it, range 300 ft.,
30 (+10) 11 (+O) 30 (+1 0) 3 (-4) 11 (+O) 8 (-1)
one target. Hit: 1 8 (4d8) force damage, and ifthe target i s a
creature, it is knocked prone.
Saving Throws I nt +4, Wis +8, Cha +7
Damage Immunities necrotic, poison; bl udgeoni ng, piercing, Stomp. The colossus stomps one of its feet at a point on the
and slashing from nonmagical attacks ground within 20 feet of it. Any creature i n a 20-foot-radius,
Condition Immunities charmed, exhaustion, frightened, 20-foot-high cylinder centered on this point must succeed on
i ncapacitated, paralyzed, petrified, poisoned, stunned a DC 26 Dexterity saving th row or take 33 (6d l 0) bludgeoning
Senses truesight 1 50 ft., passive perception 1 0 damage and fal l prone. U ntil the colossus uses its Stomp again
Languages understands Common b u t can't speak o r moves, the creature is restrai ned. While restrained i n this
Challenge 25 (75,000 XP) way, the creature (or another creature within 5 feet of it) can
use its action to make a DC 26 Strength check. On a success,
Immutable Form. The colossus is i m m une to any spell or effect the creature relocates to an u noccu pied space of its choice
that wou ld alter its form. with in 5 feet of the colossus and is no longer restrai ned.
Structures, as well as nonmagical objects that are neither be­
Legendary Resistance (3/Day). If the colossus fai l s a saving ing worn nor carried, take the same amo u nt of damage if they
th row, it can choose to succeed i nstead. are in the cyli nder (no save).
Magic Resistance. The colossus has advantage on saving Incinerating Beam (Recharge 5-6). The colossus fi res a beam
th rows against spells and other magical effects. of l ight in a 1 50-foot l i ne that i s 1 0 feet wide. Each creature
Siege Monster. The colossus deals double damage to objects in the l i ne m ust make a DC 26 Dexterity saving th row, taking
and structures. 60 (l l d l O) rad iant damage on a fai led save, o r half as m uch
damage on a successful one. A creature reduced to 0 hit points
Towering Terror. Any enemy outside the colossus that starts its by this beam is disi ntegrated, leaving behind anything it was
turn within 30 feet of it m u st succeed on a DC 26 Wisdom sav· wearing or carrying.
ing throw or be frightened until the start of the enemy's next
turn. If the enemy's saving throw is successfu l , it is i m m u ne to
this colossus's Towering Terror for the next 24 hours.

CHAPTER 6 I F R I E N D S AN D F O E S

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