Stone Colossus
Description
Standing 70 feet tall and weighing 300 tons, a stone colossus is a walking fortress.
Combat Stats
- Melee
- 2 slams +32 (3d10+19/19–20) or<p class="stat-block-2">stomp +32 (6d10+28 plus pinning stomp)</p>
- Ranged
- light ballista +13 (3d8/×3)
- Space
- 30 ft.
- Reach
- 30 ft.
- DR
- 10/epic
- Aura
- selective antimagic aura (30 ft.)
Ability Scores
Special Attacks
mythic power (7/day, surge +1d10)
mythic quickening
pinning stomp
Special Qualities
Alternate Form — A stone colossus can take the form of a small keep as a full-round action. Its DR increases to 20/epic, and it gains fast healing 10. While in this form, the colossus cannot make melee attacks.
Movable Keep — In either form, a stone colossus holds up to 12 Medium creatures. Those on its ramparts gain cover. Any inside when it's destroyed take 3d10+20 points of damage.
mythic creation
mythic resilience
Self Repair — A stone colossus can expend one use of mythic power as a swift action to gain fast healing 20 for 5 rounds.
Siege Tower — A stone colossus's ballistae don't provoke attacks of opportunity, and they reload themselves at the start of the colossus's turn.
Feats
Cleave, Deadly Aim, Deadly Aim, Mythic, Great Cleave, Improved Critical (slam), Improved Initiative, Improved Initiative, Mythic, Improved Sunder, Improved Sunder, Mythic, Improved Vital Strike, Point-Blank Shot, Point-Blank Shot, Mythic, Power Attack, Precise Shot, Vital Strike
Special Abilities
Special Abilities
Feats, Traits & Items
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 first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 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.
When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2.
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.
When using the weapon you selected, your threat range is doubled.
The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.
You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
You gain a bonus equal to half your tier on checks to sunder, and to your CMD when an opponent tries to sunder an object used by you. These bonuses stack with those granted by Improved Sunder.
Furthermore, you can make an attack of opportunity against any creature that attempts to sunder an object used by you, unless it also has this feat.
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 flaming), 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.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
The bonus on attack and damage rolls granted by Point-Blank Shot increases to +2. As a swift action, you can expend one use of mythic power to gain an additional bonus on these rolls equal to half your tier.
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.
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
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 flaming), 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.
Skills
Intimidate +11, Perception +11
Spells
- Type
- Construct
- Alignment
- N
- Size
- Colossal
- Environment
- any land
- Organization
- solitary or mobile fortification (1 plus 6–12 Medium humanoid archers)
- Treasure
- none
- Senses
- darkvision 60 ft., low-light vision; Perception +11
- Aura
- selective antimagic aura (30 ft.)
- Languages
- Common
- Source
- Bestiary 4