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<blockquote data-quote="BOZ" data-source="post: 185967" data-attributes="member: 1241"><p><strong>STONE COLOSSUS</strong></p><p></p><p>COLOSSUS, STONE</p><p>Huge Construct</p><p>Hit Dice: 22d10 (121 hp)</p><p>Initiative: -1 (Dex)</p><p>Speed: 30 ft (can’t run)</p><p>AC: 25 (-2 size, -1 Dex, +18 natural)</p><p>Attacks: Slam +27 melee</p><p>Damage: Slam 3d10+18</p><p>Face/Reach: 10 ft by 5 ft/ 15 ft</p><p>Special Attacks: Frightful presence</p><p>Special Qualities: Construct, magic immunity, damage reduction 30/+2</p><p>Saves: Fort +7, Ref +6, Will +9</p><p>Abilities: Str 35, Dex 9, Con ---, Int ---, Wis 14, Cha 10</p><p></p><p></p><p>Climate/Terrain: Any land</p><p>Organization: Solitary</p><p>Challenge Rating: cr</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 23-44 HD (Huge); 45-66 HD (Gargantuan)</p><p></p><p>The stone colossi are huge, ancient golems, 18 feet in height. Also known as Statues-That-Walk, these extremely powerful stone golems are magical warriors created by a long-ago race of desert giants. In their glory days, these giants built many wonders, including these colossi who were meant to defend their proud monuments. The giants died long ago of a great plague, but these automatons carry on to mindlessly protect the memory of their race.</p><p> A stone colossus’ main programming is both to protect any edifices built by its creators (should any still remain), and to destroy any that were not constructed by them. Once activated, it will follow this programming, although this can be halted by one who discovers the secret rituals to control the colossus. The ritual to stop its rampage and change its programming has not yet been discovered, but this ritual takes days to perform, and involves drawing control glyphs on every colossus in existence.</p><p> A colossus will perform the task assigned to it until destroyed, deactivated, or all of its tasks are completed. The methods of constructing these golems were lost long ago with the passage of time.</p><p></p><p>COMBAT</p><p>A stone colossus fights in a similar manner to a stone golem, as the two constructs are fairly similar. The colossus’ programming allows it to only make slam attacks, and never use weapons.</p><p> Frightful Presence (Ex): A stone colossus can inspire terror by marching. Any creatures with 3-5 Hit Dice that witness the march must succeed at a Will save (DC 21) or become panicked, remaining panicked until they leave the area of effect. Creatures with 2 Hit Dice or less are automatically affected, and any creature with 6 Hit Dice or more is immune to this effect.</p><p> Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p> Magic Immunity (Ex): A stone colossus is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the colossus’ structure, but makes it vulnerable to any normal attack for the following round (this does not include spells, except those that cause damage.</p><p></p><p>The stone colossus first appeared in FR10 Old Empires (1990, Scott Bennie).</p></blockquote><p></p>
[QUOTE="BOZ, post: 185967, member: 1241"] [b]STONE COLOSSUS[/b] COLOSSUS, STONE Huge Construct Hit Dice: 22d10 (121 hp) Initiative: -1 (Dex) Speed: 30 ft (can’t run) AC: 25 (-2 size, -1 Dex, +18 natural) Attacks: Slam +27 melee Damage: Slam 3d10+18 Face/Reach: 10 ft by 5 ft/ 15 ft Special Attacks: Frightful presence Special Qualities: Construct, magic immunity, damage reduction 30/+2 Saves: Fort +7, Ref +6, Will +9 Abilities: Str 35, Dex 9, Con ---, Int ---, Wis 14, Cha 10 Climate/Terrain: Any land Organization: Solitary Challenge Rating: cr Treasure: None Alignment: Always neutral Advancement: 23-44 HD (Huge); 45-66 HD (Gargantuan) The stone colossi are huge, ancient golems, 18 feet in height. Also known as Statues-That-Walk, these extremely powerful stone golems are magical warriors created by a long-ago race of desert giants. In their glory days, these giants built many wonders, including these colossi who were meant to defend their proud monuments. The giants died long ago of a great plague, but these automatons carry on to mindlessly protect the memory of their race. A stone colossus’ main programming is both to protect any edifices built by its creators (should any still remain), and to destroy any that were not constructed by them. Once activated, it will follow this programming, although this can be halted by one who discovers the secret rituals to control the colossus. The ritual to stop its rampage and change its programming has not yet been discovered, but this ritual takes days to perform, and involves drawing control glyphs on every colossus in existence. A colossus will perform the task assigned to it until destroyed, deactivated, or all of its tasks are completed. The methods of constructing these golems were lost long ago with the passage of time. COMBAT A stone colossus fights in a similar manner to a stone golem, as the two constructs are fairly similar. The colossus’ programming allows it to only make slam attacks, and never use weapons. Frightful Presence (Ex): A stone colossus can inspire terror by marching. Any creatures with 3-5 Hit Dice that witness the march must succeed at a Will save (DC 21) or become panicked, remaining panicked until they leave the area of effect. Creatures with 2 Hit Dice or less are automatically affected, and any creature with 6 Hit Dice or more is immune to this effect. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Magic Immunity (Ex): A stone colossus is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the colossus’ structure, but makes it vulnerable to any normal attack for the following round (this does not include spells, except those that cause damage. The stone colossus first appeared in FR10 Old Empires (1990, Scott Bennie). [/QUOTE]
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