Flesh Colossus
A flesh colossus consists of hundreds of corpses assembled into a macabre whole. Its stands roughly 60 feet tall and weighs about 150,000 pounds.
- HP
- 224 (16d10+136)
- AC
- 30, touch 6, flat-footed 30 (+24 natural, –4 size)
- Speed
- 60 ft.
- Init
- +0
- Melee
- 2 slams +28 (2d12+16/19–20/×3 plus grab) or stomp +28 (4d12+24 plus pinning stomp)
- Space
- 20 ft.
- Reach
- 20 ft.
- BAB
- +16
- CMB
- +36
- CMD
- 46
- Fort
- +5
- Ref
- +5
- Will
- +5
- DR
- 10/epic
constrict (2d12+16)
mythic power (6/day, surge +1d8)
mythic quickening
pinning stomp
Alternate Form — As a full-round action, a flesh colossus can break apart into four composite creatures. These composite creatures are identical to flesh golems (Pathfinder RPG Bestiary 160) but lack the golem's DR and the berserk and immunity to magic abilities. They gain DR 5/epic, electricity absorption, and selective antimagic aura (10 feet). Divide the colossus's current total hit points by 4 to determine how many hit points each composite creature has. Reverting into a single form requires all of the remaining composite creatures to be adjacent to each other and a full-round action. When this occurs, add up the remaining hit points to determine the colossus's total hit points.
mythic creation
mythic resilience
CleaveM, Great Cleave, Greater Vital Strike, Improved CriticalM (slam), Improved Vital Strike, Power AttackM, Toughness, Vital Strike
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
Intimidate +9, Perception +8
- Type
- Construct
- Alignment
- N
- Size
- Gargantuan
- Environment
- any land
- Organization
- solitary
- Treasure
- none
- Senses
- all-around vision, darkvision 60 ft., low-light vision; Perception +8
- Languages
- Common
- Source
- Bestiary 4
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Uses feat: Great Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Greater Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Waves Of Fatigue (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Circle Of Death (Spell)House/Core — covered by the site's Section 15.
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