Bestiary 4 will be hitting store shelves in the next week, ready to transform your game by adding a new host of deadly foes, cunning beasts, and cruel villains. For the past four weeks we have been examining some of the more interesting creatures in this book, from the adorable pipefox to the arm-wrenching Grendel. As our final look into this book, I thought I would take a moment to show off one of the truly titanic creatures you will find inside Bestiary 4. We wanted to include mythic creatures of different types in the book, but when it came to constructs, we had a real challenge coming up with a concept that was cool enough to be mythic. Enter the colossus, a construct so large, that it could change shape into another gigantic thing entirely. In this case, the stone colossus can turn into a fully functional castle!
COLOSSUS, STONE CR 19/ MR 7
N Colossal construct (colossus, mythic)
Init +11M; Senses darkvision 60 ft., low-light vision; Perception +11
Aura selective antimagic aura (30 ft.)
AC 31, touch 2, flat-footed 31 (+29 natural, –8 size)
hp 265 (21d10+150)
Fort +7, Ref +7, Will +7
DR 10/epic; Immune construct traits
Speed 40 ft.
Melee 2 slams +32 (3d10+19/19–20) or
stomp +32 (6d10+28 plus pinning stomp)
Ranged light ballista +13 (3d8/×3)
Space 30 ft.; Reach 30 ft.
Special Attacks mythic power (7/day, surge +1d10), mythic quickening, pinning stomp
Spell-Like Abilities (CL 15th; concentration +16)
3/day—wall of stone (DC 16)
1/day—repulsion (DC 17)
Str 48, Dex 11, Con —, Int 5, Wis 10, Cha 7
Base Atk +21; CMB +48 (+53 sunder); CMD 60 (65 vs. sunder)
Feats Cleave, Deadly AimM, Great Cleave, Improved Critical (slam), Improved InitiativeM, Improved SunderM, Improved Vital Strike, Point-Blank ShotM, Power Attack, Precise Shot, Vital Strike
Skills Intimidate +11, Perception +11
SQ alternate form, movable keep, mythic creation, mythic resilience, self repair, siege tower
Environment any land
Organization solitary or mobile fortification (1 plus 6–12 Medium humanoid archers)
Alternate Form (Ex) 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 (Ex) 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.
Selective Antimagic Aura (Su) Spells with the earth or force descriptor or that transmute or manipulate earth or stone are unaffected by this field.
Self Repair (Ex) A stone colossus can expend one use of mythic power as a swift action to gain fast healing 20 for 5 rounds.
Siege Tower (Ex) A stone colossus’s ballistae don’t provoke attacks of opportunity, and they reload themselves at the start of the colossus’s turn.
I am just giggling over the concept of a construct that can fire ballistae at you, or a keep that suddenly turns into a towering war machine. There has got to be an awesome adventure idea in there somewhere. Well, that about wraps up our look into Bestiary 4. We hope that you will give this monstrous tome a home at your game table.