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<blockquote data-quote="dave2008" data-source="post: 8004365" data-attributes="member: 83242"><p>[ATTACH=full]141216[/ATTACH]</p><p><a href="https://www.artstation.com/artwork/QWGv4" target="_blank">Shadow of the Colossus Redesign</a> by Carlos Simbaqueva</p><p></p><p><strong><span style="font-size: 22px">Warforged Juggernaut</span></strong></p><p><em>Elite Gargantuan construct, unaligned</em></p><p>[ATTACH=full]125402[/ATTACH]</p><p><strong>Armor Class</strong> 23 (Natural Armor)</p><p><strong>Hit Points</strong> 820 ((20d20 + 200)x2; bloodied 410)</p><p><strong>Speed </strong>60 ft.</p><p>[ATTACH=full]125401[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>30 (+10)</td><td>11 (+0)</td><td>30 (+10)</td><td>3 (-4)</td><td>11 (+0)</td><td>8 (-1)</td></tr></table><p>[ATTACH=full]125403[/ATTACH]</p><p><strong>Saving Throws</strong> Str +18, Con +18, Int +4, Wis +8, Cha +8</p><p><strong>Damage Immunities </strong>Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks</p><p><strong>Condition Immunities</strong> Charmed, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned</p><p><strong>Senses </strong>Truesight 300 ft., Passive Perception 10</p><p><strong>Languages</strong> understands Common but can't speak</p><p><strong>Challenge</strong> 27 (210,000 elite XP) <strong>Proficiency Bonus</strong> +8</p><p>[ATTACH=full]125404[/ATTACH]</p><p><strong><em>Adamantine Weapons.</em></strong> The colossus weapons are adamant</p><p></p><p><strong><em>Arcane Recharge (Elite Trait, recharges after a short or long rest). </em></strong>If the colossus is bloodied, its damaged armor plating falls to the ground, it loses the damage threshold trait and any target within 10 feet of the colossus must make a DC 15 Dexterity saving throw or take 16 (3d10) bludgeoning damage. Additionally, all conditions and effects the colossus is suffering end for it, recharges all of its abilities, and it can take elite actions.</p><p></p><p><strong><em>Colossal. </em></strong>The colossus is 100 feet tall and its space is 70 feet by 70 feet. Any creature Huge or smaller can enter its space and must do so to hit it with an attack with a reach or range of 15 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of colossus' melee attacks must make a DC 26 Dexterity saving throw or take the same damage as the initial target.</p><p></p><p><em><strong>Damage Threshold.</strong></em> The colossus is immune to all damage unless the attack or effect inflicts more than 10 hit points of damage, in which case it takes damage as normal.</p><p></p><p><em><strong>Immutable Form.</strong></em> The colossus is immune to any spell or effect that would alter its form.</p><p></p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the colossus fails a saving throw, it can choose to succeed instead.</p><p></p><p><em><strong>Magic Resistance.</strong></em> The colossus has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the colossus has disadvantage on the attack roll.</p><p></p><p><em><strong>Siege Monster.</strong></em> The colossus deals double damage to objects and structures.</p><p></p><p><em><strong>Towering Terror.</strong></em> Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 20 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s saving throw is successful, it is immune to this colossus’s Towering Terror for the next 24 hours.</p><p>Actions</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Multiattack.</strong></em> The colossus makes two eldritch turret attacks. The colossus an substitute a slam or stomp attack for one turret attack.</p><p></p><p><em><strong>Slam.</strong> Melee Weapon Attack:</em> +18 to hit, reach 50 ft., one target. <em>Hit:</em> 62 (8d12 + 10) bludgeoning damage, and the target must make a DC 26 Strength saving throw or the colossus can push it up to 40 feet or knock it prone, the colossus choice.</p><p></p><p><em><strong>Eldritch Turret.</strong> Ranged Spell Attack:</em> +18 to hit, range 600 ft., one target. <em>Hit:</em> 18 (4d8) force damage, and if the target is a creature, it is knocked prone.</p><p></p><p><em><strong>Stomp.</strong></em> The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 54 (8d10 + 10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.</p><p>Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).</p><p></p><p><em><strong>Incinerating Beam (Recharge 5-6).</strong></em> The colossus fires a beam of light in a 300-foot line that is 10 feet wide. or a 150-foot cone, the colossus' choice. Each creature in the line or area must make a DC 26 Dexterity saving throw, taking 110 (20d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, including anything it was wearing or carrying.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong><em>Arcane Shield Emitters.</em></strong> When the colossus is bloodied, it gains immunity to force damage and a +4 bonus to its AC and Dexterity saving throws.</p><p></p><p><em><strong>Retributive Strike.</strong></em> If the colossus is hit by a ranged attack out side its space, it can make an eldritch turret attack against the triggering target.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>The colossus can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The colossus can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.</p><p></p><p><strong>Scan.</strong> All targets within 600 feet of the Colossus must make a DC 26 Charisma saving throw. On a failure, the colossus know the AC, hit points, saving throw bonuses, and spell slots remaining of the target.</p><p><strong>Turret.</strong> The colossus makes a turret attack.</p><p><strong>Attack (Costs 2 Actions).</strong> The colossus makes a slam or stomp attack.</p><p></p><p><strong><u>ELITE ACTIONS</u></strong></p><p>If the colossus' elite trait is active, it can use the options below as legendary actions for 1 hour after using Arcane Recharge.</p><p></p><p><strong>Multiblast (Cost 2 Actions).</strong> The colossus makes a eldritch turret attack against all targets within range.</p><p><strong>Move (Cost 2 actions).</strong> The colossus moves up to its speed and makes on stomp attack at any point during the move.</p><p><strong>Recharge (Costs 2 Actions). </strong>The colossus incinerating beam recharges.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8004365, member: 83242"] [ATTACH type="full" alt="1627329159777.png"]141216[/ATTACH] [URL='https://www.artstation.com/artwork/QWGv4']Shadow of the Colossus Redesign[/URL] by Carlos Simbaqueva [B][SIZE=6]Warforged Juggernaut[/SIZE][/B] [I]Elite Gargantuan construct, unaligned[/I] [ATTACH type="full" alt="1599001648085.png"]125402[/ATTACH] [B]Armor Class[/B] 23 (Natural Armor) [B]Hit Points[/B] 820 ((20d20 + 200)x2; bloodied 410) [B]Speed [/B]60 ft. [ATTACH type="full" alt="1599001644097.png"]125401[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]30 (+10)[/TD] [TD]11 (+0)[/TD] [TD]30 (+10)[/TD] [TD]3 (-4)[/TD] [TD]11 (+0)[/TD] [TD]8 (-1)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1599001649174.png"]125403[/ATTACH] [B]Saving Throws[/B] Str +18, Con +18, Int +4, Wis +8, Cha +8 [B]Damage Immunities [/B]Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks [B]Condition Immunities[/B] Charmed, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned [B]Senses [/B]Truesight 300 ft., Passive Perception 10 [B]Languages[/B] understands Common but can't speak [B]Challenge[/B] 27 (210,000 elite XP) [B]Proficiency Bonus[/B] +8 [ATTACH type="full" alt="1599001651489.png"]125404[/ATTACH] [B][I]Adamantine Weapons.[/I][/B] The colossus weapons are adamant [B][I]Arcane Recharge (Elite Trait, recharges after a short or long rest). [/I][/B]If the colossus is bloodied, its damaged armor plating falls to the ground, it loses the damage threshold trait and any target within 10 feet of the colossus must make a DC 15 Dexterity saving throw or take 16 (3d10) bludgeoning damage. Additionally, all conditions and effects the colossus is suffering end for it, recharges all of its abilities, and it can take elite actions. [B][I]Colossal. [/I][/B]The colossus is 100 feet tall and its space is 70 feet by 70 feet. Any creature Huge or smaller can enter its space and must do so to hit it with an attack with a reach or range of 15 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of colossus' melee attacks must make a DC 26 Dexterity saving throw or take the same damage as the initial target. [I][B]Damage Threshold.[/B][/I] The colossus is immune to all damage unless the attack or effect inflicts more than 10 hit points of damage, in which case it takes damage as normal. [I][B]Immutable Form.[/B][/I] The colossus is immune to any spell or effect that would alter its form. [I][B]Legendary Resistance (3/Day).[/B][/I] If the colossus fails a saving throw, it can choose to succeed instead. [I][B]Magic Resistance.[/B][/I] The colossus has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the colossus has disadvantage on the attack roll. [I][B]Siege Monster.[/B][/I] The colossus deals double damage to objects and structures. [I][B]Towering Terror.[/B][/I] Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 20 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s saving throw is successful, it is immune to this colossus’s Towering Terror for the next 24 hours. Actions [B][U]ACTIONS[/U][/B] [I][B]Multiattack.[/B][/I] The colossus makes two eldritch turret attacks. The colossus an substitute a slam or stomp attack for one turret attack. [I][B]Slam.[/B] Melee Weapon Attack:[/I] +18 to hit, reach 50 ft., one target. [I]Hit:[/I] 62 (8d12 + 10) bludgeoning damage, and the target must make a DC 26 Strength saving throw or the colossus can push it up to 40 feet or knock it prone, the colossus choice. [I][B]Eldritch Turret.[/B] Ranged Spell Attack:[/I] +18 to hit, range 600 ft., one target. [I]Hit:[/I] 18 (4d8) force damage, and if the target is a creature, it is knocked prone. [I][B]Stomp.[/B][/I] The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 54 (8d10 + 10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained. Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save). [I][B]Incinerating Beam (Recharge 5-6).[/B][/I] The colossus fires a beam of light in a 300-foot line that is 10 feet wide. or a 150-foot cone, the colossus' choice. Each creature in the line or area must make a DC 26 Dexterity saving throw, taking 110 (20d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, including anything it was wearing or carrying. [B][U]REACTIONS[/U] [I]Arcane Shield Emitters.[/I][/B] When the colossus is bloodied, it gains immunity to force damage and a +4 bonus to its AC and Dexterity saving throws. [I][B]Retributive Strike.[/B][/I] If the colossus is hit by a ranged attack out side its space, it can make an eldritch turret attack against the triggering target. [B][U]LEGENDARY ACTIONS[/U][/B] The colossus can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The colossus can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn. [B]Scan.[/B] All targets within 600 feet of the Colossus must make a DC 26 Charisma saving throw. On a failure, the colossus know the AC, hit points, saving throw bonuses, and spell slots remaining of the target. [B]Turret.[/B] The colossus makes a turret attack. [B]Attack (Costs 2 Actions).[/B] The colossus makes a slam or stomp attack. [B][U]ELITE ACTIONS[/U][/B] If the colossus' elite trait is active, it can use the options below as legendary actions for 1 hour after using Arcane Recharge. [B]Multiblast (Cost 2 Actions).[/B] The colossus makes a eldritch turret attack against all targets within range. [B]Move (Cost 2 actions).[/B] The colossus moves up to its speed and makes on stomp attack at any point during the move. [B]Recharge (Costs 2 Actions). [/B]The colossus incinerating beam recharges. [/QUOTE]
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