Bestiary 4 | Monsters | Colossus | Iron | Iron Colossus

Iron Colossus

Cr: 21. Xp: 409,600. Alignment: N. Size: Colossal. Creature Type: Construct. Creature Subtype: colossus, mythic.
Init: –1. Senses: darkvision 60 ft., low-light vision; Perception +11. Aura: deadly fumes (30 ft.), selective antimagic aura (30 ft.). Ac: 39, touch 1, flat-footed 39 (–1 Dex, +38 natural, –8 size).
Hp: 309 (23d10+183).
Fortitude: +9. Reflex: +6. Will: +7. Dr: 10/epic. Immune: construct traits, fire absorption.
Speed: 50 ft.. Melee: flail +35/+30/+25/+20 (6d6+20/19–20) or

stomp +35 (6d6+30 plus pinning stomp)

. Ranged: 2 heavy ballistae +14 (4d8/17–20/×3). Space: 30 ft.. Reach: 30 ft.. Special Attacks: mythic power (8/day, surge +1d10), mythic quickening, pinning stomp. Strength: 51. Dexterity: 9. Constitution: -. Intelligence: 5. Wisdom: 10. Charisma: 14.
Base Attack: +23. Cmb: +51 (+59 sunder). Cmd: 62 (68 vs. sunder).
Feats: CleaveM, Great Cleave, Great Fortitude, Greater Sunder, Greater Vital Strike, Improved Critical (flail), Improved CriticalM (heavy ballista), Improved SunderM, Improved Vital Strike, Power Attack, Toughness, Vital StrikeM.
Skills: Intimidate +14, Perception +11.
Languages: Common. Special Qualities: alternate form, mythic creation, mythic resilience, siege tower.
Environment: any land. Organization: solitary. Treasure: none.
spell-like abilities: (CL 17th; concentration +19)

3/day-wall of fire (DC 16)

1/day-delayed blast fireball (DC 19)


Special Abilities

Alternate Form

As a full-round action, an iron colossus can transform its legs into a massive, destructive track. Its speed becomes 80 ft., it can't be tripped, and it gains a trample attack that deals 4d8+30 damage. It loses its stomp attack. It can resume its base form as a full-round action.

descriptor

An iron colossus emits a 30-foot-radius cloud of poisonous gas, exposing creatures that start their turn in this area.Deadly Fumes: inhaled—save Fort DC 21; frequency 1/round for 2 rounds; effect 1d4 Constitution damage and sickened; cure 1 save.

Deadly Fumes

Fire Absorption

Not only is a flesh colossus immune to fire, but when targeted or hit by a spell or attack that would deal fire damage, it heals half the fire damage it would be dealt.

Selective Antimagic Aura

Spells with the fire descriptor and fire effects are unaffected by this field.

Siege Tower

An iron colossus's ballistae don't provoke attacks of opportunity, and they reload themselves at the start of the colossus's turn.

Standing 80 feet high and weighing 500 tons, iron colossi are the ultimate weapons of war.