21d10+40 (145 hp)
15 ft. (3 squares)
34 (-2 size, -2 Dex, +28 natural armor), touch 6, flat-footed 34
Slam +29 melee (1d10+16+1 negative level)
2 slams +29 melee (1d10+16+1 negative level)
15 ft./15 ft.
dread aura, nightmare gas
construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision, fueled by fear, fear engine.
Fort +9, Ref +8, Will +9
Str 42, Dex 7, Con Ø, Int Ø, Wis 15, Cha 3
Always Neutral Evil
21-25 HD (Large), 25-40 HD (Huge)
Dread colossi are humongous creations of dark design. The very metal of this construct is designed to blacken hope and draw fear into the hearts of mortal creatures. The first dread colossus was created by the feared King Milnacht as the beginning of the backbone for his world-conquering army. Since the destruction of the kind's nation, dread colossi have been found in various remote locales the world over, some continuing their destructive work, others more eerily quiet, for now.
A dread colossus is designed to cover as large a portion of the battlefield as it can, to best utilize its dread aura. As a war machine, it knows to attack those with obvious magical gift first, leaving its armor reduction to deal with those of a more martial bent. All-in-all, it is still a simple machine, although a horrifying one at that.
Dread Aura (Su):
An aura of pure horror emanates from the dread colossus. Creatures within 50 ft. of the golem must make a Will saving throw versus DC 20 each round or become shaken for 2d4 rounds. This fear effect stacks with itself and all other fear effects and the duration is renewed if the fear escalates. Creatures that are immune to fear instead gain a +10 bonus against this check and may not progress past frightened. If a panicked creature fails the saving throw, that creature becomes catatonic. Catatonic creatures act as though paralyzed, but may not make mental actions. Catatonic creatures may only make will saving throws to overcome further fear effects.
The design of dread colossi has a fatal flaw: the horror engine. Despite its powerful properties, the engine itself could not be well-armored or concealed, or its powers would not function. A DC 35 Spot check can spot a hole in the defenses. Knowledge of the existence of this weakness (via a Knowledge (history) check versus DC 38 (see Lore section below) provides a +10 competence bonus on spot checks to discover the fatal flaw. Once discovered, if 25 damage is dealt against an AC of 40, then the horror engine is disabled. Once disabled, the dread colossus loses its dread aura and fueled by fear abilities. Any benefit it had previously gained from these abilities is lost.
Fueled By Fear (Su):
For each shaken, frightened, panicked, or catatonic creature in its dread aura, the dread colossus gains a bonus as shown in the table below. These bonuses stack.
|Fear Level||Attack Bonus||Damage Bonus||Save Bonus||Other|
|Frightened||+2||+4||Fort +1, Will +1||--|
|Panicked||+3||+6||Fort +2, Will +2, Ref +1||Fast Healing 1|
|Catatonic||+5||+10||Fort +3, Will +3, Ref +2||Regeneration 1|
In addition, the dread colossus gains 10hp for each negative level it bestows on any creature. Regeneration gained through Fueled By Fear can only be halted by adamantine damage.
Immunity to Magic (Ex):
A dread colossus is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals cold or fire damage slows a dread colossus (as the slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a dread colossus hit by a inflict light wounds heals 3 points of damage if the attack would have dealt 11 points of damage. A dread colossus golem gets no saving throw against attacks that deal negative energy damage.
Nightmare Gas (Ex):
As a move action, a dread colossus may breathe a 15 ft.-cube of nightmare gas. Creatures caught in the gas must make a Fortitude saving throw versus DC 20 or gain 1d3 negative levels and a -2 penalty to saving throws versus fear for 1 round. This ability can be used every 1d4+1 rounds.
Dread colossus Lore
Characters with ranks in Knowledge (arcana) or Knowledge (history) can learn more about dread colossi. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
|21||dread colossi are constructs fueled by the fear of those around them.|
|26||dread colossi are constructed around what is known as a 'horror engine,' making them more than just simple constructs.|
|31||As more and more people succumb to fear around a dread colossus, the more powerful it becomes.|
|36||The horror engine powers the fierce abilities of the construct. Without it, a dread colossus is barely more than a simple iron golem.|
|21||dread colossi were constructed for the army of the long-dead King Milnacht.|
|26||An army with even one dread colossus was cause for many towns and cities to be evacuated during the war of conquest.|
|31||Near the end of the war, a critical weakness was found in the dread colossus design.|
|36||The play gains knowledge and the ability to attack the Fatal Flaw (see abilities).|
1) A dread colossus is reactivated in a remote area and rampages its way towards a major metropolis.
2) A cult of some dark deity stumbles upon a pair of deactivated dread colossus and reawakens it to do their bidding.
3) A high-ranked advisor in a small nation discovers the plans to create dread colossi. Their manufacture is quickly put into place and the country threatens the world.