Stone Colossus
Standing 70 feet tall and weighing 300 tons, a stone colossus is a walking fortress.
- HP
- 265 (21d10+150)
- AC
- 31, touch 2, flat-footed 31 (+29 natural, –8 size)
- Speed
- 40 ft.
- Init
- +11M
- 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.
- BAB
- +21
- CMB
- +48 (+53 sunder)
- CMD
- 60 (65 vs. sunder)
- Fort
- +7
- Ref
- +7
- Will
- +7
- DR
- 10/epic
mythic power (7/day, surge +1d10)
mythic quickening
pinning stomp
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.
Cleave, Deadly AimM, Great Cleave, Improved Critical (slam), Improved InitiativeM, Improved SunderM, Improved Vital Strike, Point-Blank ShotM, Power Attack, Precise Shot, 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 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.</p>
<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 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 can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.</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 +11, Perception +11
- 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
- Languages
- Common
- Source
- Bestiary 4
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (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: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Precise Shot (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: Wall Of Stone (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Repulsion (Spell)House/Core — covered by the site's Section 15.
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