Iron Colossus
Standing 80 feet high and weighing 500 tons, iron colossi are the ultimate weapons of war.
- HP
- 309 (23d10+183)
- AC
- 39, touch 1, flat-footed 39 (–1 Dex, +38 natural, –8 size)
- Speed
- 50 ft.
- Init
- –1
- Melee
- flail +35/+30/+25/+20 (6d6+20/19–20) or<p class="stat-block-2">stomp +35 (6d6+30 plus pinning stomp)</p>
- Ranged
- 2 heavy ballistae +14 (4d8/17–20/×3)
- Space
- 30 ft.
- Reach
- 30 ft.
- BAB
- +23
- CMB
- +51 (+59 sunder)
- CMD
- 62 (68 vs. sunder)
- Fort
- +9
- Ref
- +6
- Will
- +7
- DR
- 10/epic
mythic power (8/day, surge +1d10)
mythic quickening
pinning stomp
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.
mythic creation
mythic resilience
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.
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
<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"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.</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 using the weapon you selected, your threat range is doubled.</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 can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</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>
Intimidate +14, Perception +11
- Type
- Construct
- Alignment
- N
- Size
- Colossal
- Environment
- any land
- Organization
- solitary
- Treasure
- none
- Senses
- darkvision 60 ft., low-light vision; Perception +11
- Languages
- Common
- Source
- Bestiary 4
-
Uses feat: Great Cleave (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Greater Sunder (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Greater Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Wall Of Fire (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Delayed Blast Fireball (Spell)House/Core — covered by the site's Section 15.
Loading references...