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W A R F O R GED C O L O S S U S "Hanamar" (Colossus WX-42) stands at the bottom of
Kraken Bay, near the coast ofVa!enar, buried up to its
I n the final days f the Last War, House Cannith un knees in sand and flooded, but it is otherwise intact.
o
leashed its mightiest creations: the warforged colossi. "Karrnslayer" (Colossus WX-31) lost its legs but
These enormous mechanical warriors thundered across crawls through the Mournland, using its arms to
Cyre, crushing everything in their paths and leaving drag its great bulk across the ground. It is always
ruin behind them. Meant to end the war decisively, the prone and can't use its Stomp action, but makes three
colossi pulverized hundreds of �oldiers beneath their extra turret attacks when it takes the Multiattack ac
feet and incinerated whole legions with beams of fiery tion option.
light that shot from their mouths. This rampage was cut • "Landro" (Colossus WX-33) is partially phased into a
short on the Day of Mourning. The arcane cataclysm mountainside on the border of Cyre and Breland, but
that engulfed Cyre destroyed most of the warforged co still explorable and potentially salvageable.
lossi, causing them to collapse into lifeless heaps. • "Norr" (Colossus WX-5) is slumped amid the ruins of
Colossal Survivors. Some warforged colossi survived Metro!, the former capital of Cyre.
the Day of Mourning more or less intact and are thought • "Tymber" (Colossus WX-12) squats in the Crawling
to only be in stasis, waiting to be awakened. Cannith Swamp, in the northwest corner of the Shadow
artificers are eager to track them down and determine Marches. How it got there, no one knows.
whether they can be awakened or, at the very least,
salvaged for docents and other magic items. Here are H o llow Structure. Although it can operate without a
locations where operational warforged colossi are ru crew, a warforged colossus is built to carry wizards, ar
mored to dwell: tificers, magewrights, and elite troops. For this reason,
these constructs are largely hollow on the inside, with
• "Arkus" (Colossus WX-11) lies prone at the bottom of tunnels, ladders, storage areas, and observation decks .
the Glowing Chasm in the northern part of the Mourn A colossus might be filled with monsters and secrets,
land, with one of its arms torn off. in addition to the corpses of those who died inside it.
• "Artorok" (Colossus WX-73) sits at the bottom of Lake In chapter 4, map 4.8 illustrates an inactive warforged
Cyre amid the scaffolding of a sunken House Cannith colossus, and the text that accompanies it explains how
workshop, flooded but otherwise intact. the colossus might serve as an adventure location.
C
W A RFORGED O LOSSUS AC I O N S
T
Gargantuan construct, unaligned Multiattack. The colossus makes three attacks-one with its
slam and two with its eldritch turrets-and then uses Stomp.
Armor Class 23 (natural armor)
Hit Points 41 0 (20d20 + 200) Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Speed 60 ft. Hit: 29 (3dl2 + 10) bludgeoning damage, and the colossus can
push the target up to 20 feet away from it.
STR DEX CON INT WIS CHA
30 (+10) 11 (+O) 30 (+1 0) 3 (-4) 11 (+O) 8 (-1) Eldritch Turret. Ranged Spell Attack: +18 to hit, range 300 ft.,
1
one target. Hit: 8 (4d8) force damage, and ifthe target is a
creature, it is knocked prone.
Saving Throws Int +4, Wis +8, Cha +7
Damage Immunities necrotic, poison; bludgeoning, piercing, Stomp. The colossus stomps one of its feet at a point on the
and slashing from nonmagical attacks ground within 20 feet of it. Any creature in a 20-foot-radius,
Condition Immunities charmed, exhaustion, frightened, 20-foot-high cylinder centered on this point must succeed on
incapacitated, paralyzed, petrified, poisoned, stunned a DC 26 Dexterity saving throw or take 33 (6dl0) bludgeoning
1
Senses truesight 5 0 ft., passive perception 10 damage and fal l prone. Until the colossus uses its Stomp again
Languages understands Common but can't speak or moves, the creature is restrained. While restrained in this
Challenge 25 (75,000 XP)
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,
Immutable Form. The colossus is immune to any spell or effect the creature relocates to an unoccupied space of its choice
that would alter its form. within 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither be
Legendary Resistance (3/Day). If the colossus fails a saving ing worn nor carried, take the same amount of damage if they
throw, it can choose to succeed instead. are in the cylinder (no save).
Magic Resistance. The colossus has advantage on saving Incinerating Beam (Recharge 5-6). The colossus fires a beam
throws against spells and other magical effects. of light in a 1 5 0-foot line that is 10 feet wide. Each creature
in the line must make a DC 26 Dexterity saving throw, taking
Siege Monster. The colossus deals double damage to objects
and structures. 60 (l l d l O ) radiant damage on a failed save, or half as much
damage on a successful one. A creature reduced to 0 hit points
Towering Terror. Any enemy outside the colossus that starts its by this beam is disintegrated, leaving behind anything it was
turn within 30 feet of it must succeed on a DC 26 Wisdom sav· wearing or carrying.
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

