Special Conversion Thread: Moldvay's Undead

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Lesser Colossus
FREQUENCY: Very rare
NO. APPEARING: 1-2
ARMOR CLASS: 8
MOVE: 12”
HIT DICE: 11 (50 hp)
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS 1
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral evil
SIZE: L (11' tall)
PSIONIC ABILITY: Nil

Greater Colossus
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 8
MOVE: 18”
HIT DICE: 33 (150 hp)
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS 1
DAMAGE/ATTACK: 10-60
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral evil
SIZE: L ( 33' tall)
PSIONIC ABILITY: Nil

In a story entitled "The Colossus of Ylourgne" by Clark Ashton Smith, the evil Nathaire created a terrifying giant undead creature. "The Colossus of Ylourgne" was first published in the magazine Weird Tales (June, 1934) and has since been published in hardback and paperback as part of the collection of stories entitled Genius Loci and Other Tales.

Nathaire was a powerful alchemist, astrologer, and necromancer. Working with his 10 students, he robbed a graveyard of all its corpses. In a kind of magical assembly-line, the corpses were stripped of all clothing, then the flesh and bones were separated into separate vats and rendered down to a pliable mass. All the bones were then reshaped and rehardened to form a huge skeleton. Finally, the skeleton was once again fleshed out. The separate ingredients were thus used to create a giant zombie. Along similar lines, the lesser and greater colossus herein may be added to the AD&D game.

A colossus is essentially a giant zombie magically made from many corpses. A lesser colossus is about 11' tall (between the size of a hill giant and a stone giant). A greater colossus is an amazing 33' tall (larger than the largest titan). Either one can rip up a whole tree to use as a club, doing double-normal damage. Otherwise, colossi use only their massive fists.

Colossi have the same invulnerabilities to magic and cold as do normal zombies, and they always lose initiative from their slowness. Holy water does 2-8 hp damage to them. A cleric has the same chance to turn a lesser colossus as he would a mummy. The greater colossus is in the "special" category regarding turning it away by a cleric.

Note that the actual Colossus of Ylourgne and many other monsters and characters created by Clark Ashton Smith appear in the section on Averoigne, which is part of the D&D module X2 Castle Amber (Chateau d'Amberville). While most sections of that module were completely made-up, the Averoigne section was based on the Averoigne stories of Clark Ashton Smith and was written with the express permission of the Clark Ashton Smith estate.

A skeletal version of this monster, the bone colossus, appears in the AD&D module GDQ 1-7 Queen of the Spiders, page 111. This colossus even regenerates its wounds!

Originally appeared in Dragon Magazine #138 (1988).
 

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We might be able to reduce the flesh colossus in the Epic-Level Handbook to Gargantuan size for the greater, and Large for the lesser, with some modifications to special abilities.
 

I'm glad you mentioned the flesh colossus from the ELH. That was a construct, wasn't it? Do we want to make these guys constructs (like massive flesh golems) or undead?
 

Yep, it's a construct, which does seem more appropriate here. The only issue I see is that the originals could be turned, but we could always give it a vulnerability to turning as an exception.
 

Yeah; we could make their magic immunity such that they're healed by negative energy, harmed by positive energy, and treated as undead for the purpose of spells that specifically affect the undead.
 

I like that approach. Hopefully the lesser colossus won't just end up being a zombie giant that way.
 

Shrinking the flesh colossus to Gargantuan and 33 HD (and stripping out the controlling spirit bits and irrelevant special abilities) yields...

Gargantuan Construct
Hit Dice: 30d10+60 (195 hp)
Initiative: -2
Speed: 50 ft. (10 squares)
Armor Class: 19 (-4 size, -2 Dex, +15 natural), touch 4, flat-footed 19
Base Attack/Grapple: +22/+42
Attack: Club +26 melee (4d6+12) or slam +26 melee (3d6+8)
Full Attack: Club +26 melee (4d6+12) or 2 slams +26 melee (3d6+8)
Space/Reach: 20 ft./20 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +10, Ref +8, Will +10
Abilities: Str 27, Dex 6, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: x
Treasure: None
Alignment: Always neutral evil
Advancement: x
Level Adjustment: -

The Str works out to be a bit low, as a flesh golem sized up to Gargantuan would have Str 37 (which is, ironically, 2 higher than the flesh colossus).
 

Let's ignore the ELH colossus as a basis for stats. I think the sized-up flesh golem Str is closer to the mark. We should also do something about that terrible natural armor.
 

Taking a different approach, here's a flesh golem upsized to 30 HD and Gargantuan, with a few changes based on colossus's original writeup and a proper upsizing of a greatclub.

Gargantuan Construct
Hit Dice: 30d10+60 (195 hp)
Initiative: -2
Speed: 50 ft. (10 squares)
AC: 21 (–4 size, –2 Dex, +17 natural), touch 4, flat-footed 21
Base Attack/Grapple: +22/+47
Attack: Slam +31 melee (4d8+13) or greatclub +31 melee (4d8+19)
Full Attack: 2 slams +31 melee (2d8+13) or greatclub +31 melee (4d8+19)
Space/Reach: 20 ft./20 ft.
Special Attacks: -
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +10, Ref +8, Will +10
Abilities: Str 37, Dex 7, Con —, Int —, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: x
Treasure: None
Alignment: Always neutral evil
Advancement: x
Level Adjustment: -
 

That I like better. We should inflate the natural armor and improve its damage reduction, but that looks pretty good as a baseline.
 

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