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COLOSSUS

Screen Shot 2018-01-27 at 10.13.37.png
Screen Shot 2018-01-27 at 10.13.37.png

COLOSSUS

16.00

Titanic semi-sentient automaton (16d6)        

Towering metal golem which dominates the skyline.    

STR 120 (15d6) AGI 15 (5d6) END 190 (19d6)
INT 15 (5d6) LOG 1 (1d6) WIL 36 (8d6)
CHA 15 (5d6) LUC 6 (3d6) REP 36 (8d6)

MELEE DEFENCE 32
RANGED DEFENCE 10
MENTAL DEFENCE 32 (immune)
VITAL DEFENCE 80

HEALTH 800
SOAK 32; VULN 1d6 electricity
IMMUNE Sick, Fatigued

INITIATIVE 8d6
PERCEPTION 8d6
SPEED 8; CLIMB 4; JUMP 30'/30'
CARRY 3,100lb (max lift 6,000lb)

REACH 30-ft
ACTIONS 6

Fist 16d6 (8d6+15 blunt damage)
Witchoil breath 12d6 (6d6 poison damage; 60' cone)                                                       

Skills combat 21 (6d6), perception 6 (3d6), reactions 6 (3d6)
Gear -      

Grab. The colossus can grab its opponents in its mighty fists. A creature struck by the grab attack is Restrained and remains so until escape, requireing a melee attack against the colossus. It cannot leave the colossus' square or use weapons larger than size small.  The colossus can grab two victims of size enormous or smaller (one in each fist).  Grabbed victims are automatically crushed for for 6d6 crushing damage at the start of their turn.

Roar. The colossus can unleash a roar so loud that its victims are stricken with fear. A roar is an 8d6 mental attack, and attacks any creature in a Burst 16. Victims successfully attacked are made Afraid.                          

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