Eberron Rising From the Last War

(Nancy Kaufman) #1
Warforged Colossus

In the final days of the Last War, House Cannith un­
leashed its mightiest creations: the warforged colossi.
These enormous mechanical warriors thundered across
Cyre, crushing everything in their paths and leaving
ruin behind them. Meant to end the war decisively, the
colossi pulverized hundreds of �oldiers beneath their
feet and incinerated whole legions with beams of fiery
light that shot from their mouths. This rampage was cut
short on the Day of Mourning. The arcane cataclysm
that engulfed Cyre destroyed most of the warforged co­
lossi, causing them to collapse into lifeless heaps.
Colossal Survivors. Some warforged colossi survived
the Day of Mourning more or less intact and are thought
to only be in stasis, waiting to be awakened. Cannith
artificers are eager to track them down and determine
whether they can be awakened or, at the very least,
salvaged for docents and other magic items. Here are
locations where operational warforged colossi are ru­
mored to dwell:


  • "Arkus" (Colossus WX-11) lies prone at the bottom of
    the Glowing Chasm in the northern part of the Mourn­
    land, with one of its arms torn off.

  • "Artorok" (Colossus WX-73) sits at the bottom of Lake
    Cyre amid the scaffolding of a sunken House Cannith
    workshop, flooded but otherwise intact.


WARFORGED COLOSSUS
Gargantuan construct, unaligned

Armor Class 23 (natural armor)
Hit Points 410 (20d20 + 200)
Speed 60 ft.

STR
30 (+10)

DEX
11 (+O)

CON
30 (+10)

INT
3 (-4)

Saving Throws Int +4, Wis +8, Cha +7

WIS
11 (+O)

CHA
8 (-1)

Damage Immunities necrotic, poison; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened,
incapacitated, paralyzed, petrified, poisoned, stunned
Senses truesight 150 ft., passive perception 10
Languages understands Common but can't speak
Challenge 25 (75,000 XP)

Immutable Form. The colossus is immune to any spell or effect
that would alter its form.
Legendary Resistance (3/Day). If the colossus fails a saving
throw, it can choose to succeed instead.
Magic Resistance. The colossus has advantage on saving
throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects
and structures.
Towering Terror. Any enemy outside the colossus that starts its
turn within 30 feet of it must succeed on a DC 26 Wisdom sav·
ing throw or be frightened until the start of the enemy's next
turn. If the enemy's saving throw is successful, it is immune to
this colossus's Towering Terror for the next 24 hours.


CHAPTER 6 I FRIENDS AND FOES


"Hanamar" (Colossus WX-42) stands at the bottom of
Kraken Bay, near the coast ofVa!enar, buried up to its
knees in sand and flooded, but it is otherwise intact.
"Karrnslayer" (Colossus WX-31) lost its legs but
crawls through the Mournland, using its arms to
drag its great bulk across the ground. It is always
prone and can't use its Stomp action, but makes three
extra turret attacks when it takes the Multiattack ac­
tion option.


  • "Landro" (Colossus WX-33) is partially phased into a
    mountainside on the border of Cyre and Breland, but
    still explorable and potentially salvageable.

  • "Norr" (Colossus WX-5) is slumped amid the ruins of
    Metro!, the former capital of Cyre.

  • "Tymber" (Colossus WX-12) squats in the Crawling
    Swamp, in the northwest corner of the Shadow
    Marches. How it got there, no one knows.
    Hollow Structure. Although it can operate without a
    crew, a warforged colossus is built to carry wizards, ar­
    tificers, magewrights, and elite troops. For this reason,
    these constructs are largely hollow on the inside, with
    tunnels, ladders, storage areas, and observation decks.
    A colossus might be filled with monsters and secrets,
    in addition to the corpses of those who died inside it.
    In chapter 4, map 4.8 illustrates an inactive warforged
    colossus, and the text that accompanies it explains how
    the colossus might serve as an adventure location.


ACTIONS
Multiattack. The colossus makes three attacks-one with its
slam and two with its eldritch turrets-and then uses Stomp.
Slam. Melee We apon Attack: +18 to hit, reach 20 ft., one target.
Hit: 29 (3dl2 + 10 ) bludgeoning damage, and the colossus can
push the target up to 20 feet away from it.

Eldritch Turret. Ranged Spell Attack: +18 to hit, range 300 ft.,
one target. Hit: 18 (4d8) force damage, and ifthe target is a
creature, it is knocked prone.

Stomp. The colossus stomps one of its feet at a point on the
ground within 20 feet of it. Any creature in a 20 -foot-radius,
20-foot-high cylinder centered on this point must succeed on
a DC 26 Dexterity saving throw or take 33 (6dl0) bludgeoning
damage and fall prone. Until the colossus uses its Stomp again
or moves, the creature is restrained. While restrained in this
way, the creature (or another creature within 5 feet of it) can
use its action to make a DC 26 Strength check. On a success,
the creature relocates to an unoccupied space of its choice
within 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither be­
ing worn nor carried, take the same amount of damage if they
are in the cylinder (no save).
Incinerating Beam (Recharge 5-6). The colossus fires a beam
of light in a 15 0-foot line that is 10 feet wide. Each creature
in the line must make a DC 26 Dexterity saving throw, taking
60 (lldlO) radiant damage on a failed save, or half as much
damage on a successful one. A creature reduced to 0 hit points
by this beam is disintegrated, leaving behind anything it was
wearing or carrying.
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