Page 315 - Eberron -Rising from the Last War_Neat
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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
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