meandmynonsense
meandmynonsense
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meandmynonsense · 3 months ago
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M e m e
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meandmynonsense · 7 months ago
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Theme Bestiary: Stone Colossi
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CR 19/MR 7
Neutral Colossal Construct
Pathfinder Bestiary 4, pg. 37
Construction Requirements: Craft Construct and Mythic Crafter, and a Mythic Tier/Rank of 8. Antimagic Field, Magnificent Mansion, Make Whole, Wall of Stone, and Wish. Craft (Stonemasonry), with a Craft DC of 30.
Building the body of a Stone Colossus is more or less building an entire castle and then giving it legs. The full cost to build their framework is 40,000gp.
Cost to Build: Building a Stone Colossus is building your own Transformer, creating a castle and then putting in mechanisms to allow it to shift from a small keep to a walking automaton. This, plus installing the controlling spirit within the Colossus, brings its full cost to build to 170,000gp.
Oh man, oh man, oh boy! I’ve been waiting to talk about the Colossi for a long, long time but never found the right mood to do so. I’m SO excited, because the Colossi represent the absolute apex of the Construct crafters art, titans of incredible strength, immense resilience, and frankly unbelievable amounts of firepower that make them capable of single-handedly conquering whole kingdoms. The Stone Colossus is only the first of such beings we’ll be going over, but by no means the last and by no means the strongest… Though it’s got a hell of a leg over the others in terms of how infuriating it is to hurt the thing.
To begin with, a Stone Colossus can use Self-Repair as a swift action, spending one use of its Mythic power (of which it has 7) to give itself Fast Healing 20 for 5 rounds. If it uses its Mythic power on nothing else, this means it can restore up to 700 HP to itself each day (about 2 ½ times as much as the average Colossi’s maximum). Protected by its DR 10/Epic, it’s very hard to deal damage that sticks to a Stone Colossus with the average weapon. And you only get to use average weapons, because Colossi require immense amounts of magic to continue functioning, and they drain this magic directly from their environment with such voracity that they create localized Antimagic Fields. ALL Colossi have this function, and a Stone Colossus’ personal Selective Antimagic Field is 30 feet wide and shuts down any spell that A) Doesn’t have the Earth descriptor, or B) doesn’t transmute or manipulate soil or stone.
Not only being immune to magic itself, but shutting down most magic within 30 feet of itself? That automatically makes it an excellent weapon against enemy casters, but a Stone Colossus can do more than simply stand in front of its allies to block shots: Its allies can stand inside of it. When I talked about “building a castle,” that wasn’t hyperbole. A Stone Colossus can function as a small keep even as its stomping around, its Movable Keep ability allowing up to 12 Medium-sized creatures to shelter themselves in its form, taking shots at those assaulting the Colossus from the safety of its stony body. This doesn’t just include human archers sniping at far-off foes, mind, but any creature the Colossi’s master may mount inside, such as acid-spitting horrors or fire-breathing beasties.
Even without a small army inside it, a Stone Colossus packs plenty of punch on its own. Two punches, in fact, which slam into foes for 3d10+19 damage. If that’s not enough, they can also deliver a single stomp, bringing their entire weight down on a single target for 6d10+28 damage. It gets even better than that, though, because all Colossi have the Pinning Stomp ability, allowing them to make a stomp attack as a swift action that crashes down on a single target and pins them completely underneath the limb, crushing them for 3d10+19 additional damage each round until the Colossus either lifts its foot or they manage to crawl out from under it. Since a Colossus has two feet, it can have two beings trapped under its Pinning Stomp at one time even as it continues to make melee attacks against other foes. Against enemies outside its 30-foot reach, the Stone Colossus’ Siege Tower ability allows it to fire its gigantic, shoulder-mounted ballista each round without provoking Attacks of Opportunity, dealing 3d8 damage on a successful hit because, most of the time, they’re just too big to do anything but clip smaller targets. Their ballista are automatically reloaded each round, and thanks to Pinning Stomp, they can make a ranged and a melee attack each round if they so wish.
Finally, a Stone Colossus needing a bit of rest and believes its internal army can handle things, it can take a full-round action to assume its Alternate Form, becoming a small keep indistinguishable from any other small keeps that may litter the landscape with the exception of its curious, automatic turret. While in its keep form, its DR increases to 20/Epic, and it gains 10 Fast Healing to help patch up after a battle. While it cannot use its slams or its stomp attacks in this form, it can still fire its ballista, and can still use its 3/day Wall of Stone or 1/day Repulsion (unaffected by its Antimagic Field, naturally) to keep persistent enemies at bay until its allies can fortify themselves further.
Protected inside a nearly invincible, rapidly-self-repairing fortress, an army can hold off a chokepoint for as long as they have supplies. And when supplies run thin and they can’t safely leave the keep? The keep can get up and walk away if it needs to.
You can read more about them here.
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meandmynonsense · 7 months ago
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looks K like the Nick toon
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rooms
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meandmynonsense · 8 months ago
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meandmynonsense · 8 months ago
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meandmynonsense · 8 months ago
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Well that's how I'd react.
Also I found this on Youtube, can someone send to Greelin for me.
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meandmynonsense · 1 year ago
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I made this just to piss everyone off. /POS.
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meandmynonsense · 1 year ago
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