Colossus of Akros
Colossus of Akros
Standing tall and proud at the entrance to the polis, the Colossus of Akros is famous worldwide for its sheer size. Visible from nearly a full day's travel through the badlands outside of Akros, the colossus has long been a symbol to weary travelers that safety and civilization are just hours away. The colossus is just as important a fixture for the soldiers of Akros, who only travel out of sight of the stature on rare occasions.
Because of this, while the buildings and people only extend so far past the protection of the polis walls, everything within sight of the statue is considered to be within the city's territory. There are even popular folk tales of merchants or pilgrims who come under attack out in the plains, only to crest a tall hill and glimpse the colossus' bronze helmet, resulting in a full retreat by their aggressors.
Armor Class | 19 (natural armor) | ||
---|---|---|---|
Hit Points | 16d12+96 | ||
Speed | 50 ft. | ||
Strength | 22 (+6) | ||
Dexterity | 7 (-2) | ||
Constitution | 22 (+6) | ||
Intelligence | 4 (-3) | ||
Wisdom | 15 (+2) | ||
Charisma | 4 (-3) | ||
Skills | Perception d20+7 | ||
Damage Immunities | Force | Necrotic | Poison |
Bludgeoning | Piercing | Slashing damage from nonmagical attacks that aren't adamantine | |
Condition Immunities | Charmed | Frightened | Paralyzed |
Petrified | Poisoned | Stunned | |
Senses | Passive Perception 17 | ||
Languages | Understands the languages of its creator but can't speak | ||
Challenge | 16 (15,000 XP) | ||
Special 1 | Defender | All attacks made against the colossus are made with a disadvantage | |
Special 2 | Monstrosity | At the start of each of the colossus' turns, | if it took damage since the end of its last turn, |
roll a d10 . On a result of 10, | the colossus becomes monstrous until the end of its next long rest. | While monstrous, the colossus gains a +10 bonus to attack and damage rolls, | it loses the benefits of its Defender and Regeneration traits, |
and it can make one additional attack each turn when it takes the Attack action. | In addition, whenever the colossus reduces a creature to 0 hit points | with a melee weapon attack, | it can use its reaction to make another attack |
with the same weapon against a different creature within reach | |||
Special 3 | Regeneration | The colossus regains 20 hit points at the start of | each of its turns if it has at least 1 hit point. |
The colossus dies only if it starts its turn with 0 hit points and doesn't regenerate. | |||
Special 4 | Siege Monster | The colossus deals double damage to objects and structures | |
Action 1 | Spear | Melee Weapon Attack | d20+12 to hit |
Reach 15 ft., one target | Hit 3d6+6 piercing damage | ||
Action 2 | Longsword | Melee Weapon Attack | d20+12 to hit |
Reach 10ft., one target | Hit 2d10+6 slashing damage if wielded with two hands | ||
Action 3 | Stomp | Melee Weapon Attack | d20+12 to hit |
Reach 10 ft., one creature within reach that is prone. | Hit 4d10+6 bludgeoning damage |
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