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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1717338" data-attributes="member: 1223"><p><strong>A Colossus of the Limites</strong></p><p></p><p>The legendary Nine Colossi of the Limites were perhaps the greatest magical achievements of the Tynan Adepts, and were deployed to secure the borders of the sprawling empire. Each Colossus was said to be a bronze construct over fifty feet high and cast in the likeness of Marnes, the Tynan god of war.</p><p></p><p>One such Colossus was placed on the Frounter to guard Demerian's Wall, until it was destroyed in late antiquity by the rogue Adept Maecenas. The wizard Hecatesseus has recently discovered the remains of this lost colossus, and he hopes to reanimate the construct. Such a feat would likely turn the course of the war in favor of King Tereus.</p><p></p><p>Devastating Critical, Dire Charge, Epic Fortitude, Epic Toughness, Epic Will, Overwhelming Critical, and Superior Initiative are epic feats; Greater Powerful Charge, Powerful Charge, and Pushback are from the <em>Miniatures Handbook</em>; Area Attack and Crush are from <em>Savage Species</em>; Mighty Blow is from the <em>Tome of Horrors II</em>.</p><p></p><p>====</p><p></p><p><strong>Colossus of the Limites: </strong>bronze colossus; CR 26; Colossal Construct (Fire); HD 80d10+190; hp 630; Init +6; Spd 45 ft; AC 50, touch 0, flat-footed 50; BAB +60; Grp +103; Atk +57 melee (9d8+50/19–20 (+1d6 on critical hit) plus 3d8 heat, slam); Full Atk +57 melee (9d8+50/19–20 (+1d6 on critical hit) plus 3d8 heat, 2 slams); Space/Reach 30 ft/30 ft; SA heat, searing aura; SQ antimagic field, construct traits, damage reduction 10/epic and adamantine, darkvision 60 ft., fiery blood, immunity to fire, immunity to magic, low-light vision, vulnerability to cold; AL N; SV Fort +30, Ref +28, Will +30; Str 64, Dex 7, Con —, Int 7, Wis 11, Cha 1.</p><p></p><p><em>Skills: </em>Jump +67, Spot +43;</p><p></p><p><em>Feats</em>: Area Attack, Awesome Blow, Cleave, Crush, Devastating Critical (slam), Dire Charge, Epic Fortitude*, Epic Reflexes*, Epic Toughness*, Epic Will*, Great Cleave, Greater Powerful Charge, Improved Bull Rush, Improved Critical (slam)*, Improved Initiative*, Improved Overrun, Improved Sunder, Improved Toughness*, Mighty Blow, Overwhelming Critical (slam)*, Power Attack*, Powerful Charge, Pushback, Snatch, Stand Still, Superior Initiative*, Weapon Focus (slam)*. *Factored into statistics above.</p><p></p><p><strong>Heat (Su):</strong> Those hit by a bronze colossus’s slam attack take 3d8 points of heat damage. Creatures hitting a bronze colossus with natural weapons or unarmed attacks take heat damage as though hit by the colossus’s slam attack.</p><p></p><p><strong>Searing Aura (Su):</strong> Anyone within 20 feet of a bronze colossus must succeed on a DC 50 Fortitude save or take 6d6 points of heat damage per round from the intense heat. The save DC is Constitution-based. A bronze colossus is able to suppress this effect as a free action.</p><p></p><p><strong>Antimagic Field (Ex):</strong> A colossus constantly generates an antimagic field in a 100-foot-radius. The field is an invisible barrier that is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, except for the colossus’s own supernatural abilities. This effect is otherwise as an <em>antimagic field</em> cast by a 25th-level caster.</p><p></p><p><strong>Fiery Blood (Su):</strong> Anyone scoring damage on a bronze colossus with a piercing or slashing melee weapon must make a DC 50 Reflex save or take 4d6 points of damage and catch fire from the fiery “blood” spurting out of the wound. The save DC is Constitution-based. The flame burns for 3d6 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame.</p><p></p><p><strong>Magic Immunity (Ex):</strong> A bronze colossus is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A <em>polar ray</em> spell slows it (as the <em>slow</em> spell) for 1 round, with no saving throw. A fire effect restores 1 hit point to the bronze colossus for each 3 points of damage it would otherwise deal.</p><p></p><p><em>Physical Description: </em>A gigantic bronze figure, over 50 ft high, and fashioned as an ancient warrior in antique armor. The air around its metal form shimmers and blurs as if heated by an incredible fire.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1717338, member: 1223"] [b]A Colossus of the Limites[/b] The legendary Nine Colossi of the Limites were perhaps the greatest magical achievements of the Tynan Adepts, and were deployed to secure the borders of the sprawling empire. Each Colossus was said to be a bronze construct over fifty feet high and cast in the likeness of Marnes, the Tynan god of war. One such Colossus was placed on the Frounter to guard Demerian's Wall, until it was destroyed in late antiquity by the rogue Adept Maecenas. The wizard Hecatesseus has recently discovered the remains of this lost colossus, and he hopes to reanimate the construct. Such a feat would likely turn the course of the war in favor of King Tereus. Devastating Critical, Dire Charge, Epic Fortitude, Epic Toughness, Epic Will, Overwhelming Critical, and Superior Initiative are epic feats; Greater Powerful Charge, Powerful Charge, and Pushback are from the [I]Miniatures Handbook[/i]; Area Attack and Crush are from [I]Savage Species[/i]; Mighty Blow is from the [I]Tome of Horrors II[/I]. ==== [B]Colossus of the Limites: [/b]bronze colossus; CR 26; Colossal Construct (Fire); HD 80d10+190; hp 630; Init +6; Spd 45 ft; AC 50, touch 0, flat-footed 50; BAB +60; Grp +103; Atk +57 melee (9d8+50/19–20 (+1d6 on critical hit) plus 3d8 heat, slam); Full Atk +57 melee (9d8+50/19–20 (+1d6 on critical hit) plus 3d8 heat, 2 slams); Space/Reach 30 ft/30 ft; SA heat, searing aura; SQ antimagic field, construct traits, damage reduction 10/epic and adamantine, darkvision 60 ft., fiery blood, immunity to fire, immunity to magic, low-light vision, vulnerability to cold; AL N; SV Fort +30, Ref +28, Will +30; Str 64, Dex 7, Con —, Int 7, Wis 11, Cha 1. [I]Skills: [/i]Jump +67, Spot +43; [I]Feats[/i]: Area Attack, Awesome Blow, Cleave, Crush, Devastating Critical (slam), Dire Charge, Epic Fortitude*, Epic Reflexes*, Epic Toughness*, Epic Will*, Great Cleave, Greater Powerful Charge, Improved Bull Rush, Improved Critical (slam)*, Improved Initiative*, Improved Overrun, Improved Sunder, Improved Toughness*, Mighty Blow, Overwhelming Critical (slam)*, Power Attack*, Powerful Charge, Pushback, Snatch, Stand Still, Superior Initiative*, Weapon Focus (slam)*. *Factored into statistics above. [B]Heat (Su):[/b] Those hit by a bronze colossus’s slam attack take 3d8 points of heat damage. Creatures hitting a bronze colossus with natural weapons or unarmed attacks take heat damage as though hit by the colossus’s slam attack. [B]Searing Aura (Su):[/b] Anyone within 20 feet of a bronze colossus must succeed on a DC 50 Fortitude save or take 6d6 points of heat damage per round from the intense heat. The save DC is Constitution-based. A bronze colossus is able to suppress this effect as a free action. [B]Antimagic Field (Ex):[/b] A colossus constantly generates an antimagic field in a 100-foot-radius. The field is an invisible barrier that is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, except for the colossus’s own supernatural abilities. This effect is otherwise as an [i]antimagic field[/i] cast by a 25th-level caster. [B]Fiery Blood (Su):[/b] Anyone scoring damage on a bronze colossus with a piercing or slashing melee weapon must make a DC 50 Reflex save or take 4d6 points of damage and catch fire from the fiery “blood” spurting out of the wound. The save DC is Constitution-based. The flame burns for 3d6 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame. [B]Magic Immunity (Ex):[/b] A bronze colossus is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A [i]polar ray[/i] spell slows it (as the [i]slow[/i] spell) for 1 round, with no saving throw. A fire effect restores 1 hit point to the bronze colossus for each 3 points of damage it would otherwise deal. [I]Physical Description: [/i]A gigantic bronze figure, over 50 ft high, and fashioned as an ancient warrior in antique armor. The air around its metal form shimmers and blurs as if heated by an incredible fire. [/QUOTE]
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