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 and it takes half damage from any spells.
Fleshy construct. This creature is a mixture of metal and fleshy growths. Should the metal be greatly damaged the fleshy growths can help to repair the damage temporarily. If this creature drops to 0 hit points and is stabilized it instead gains 1hp.
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 saving 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.
Corrupted Docent. A creature has been formed around the Docent powering Arkus. This creature has been specifically created by Drynn itself to corrupt this Docent and use it to control Arkus. As a result Arkus counts as having attuned to the Docent, granting the following abilities:
Life Support. Whenever you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes Arkus. (See trait 'fleshy construct')
Random Properties. A docent has the following properties:
Languages. The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.
Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature.
Spells. The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1–2) detect evil and good or (3–6) detect magic. The docent decides when to cast the spell.
Multiattack(4). The colossus makes four attacks — Three with its slam and one with its Corrupted grasp. Any of these attacks can be substituted to use a Defensive protocols attack (only once per round however). Any two of these attacks can be substituted for a Docent pulse (only once per round).
Slam. Melee Weapon Attack: +18
range 10ft. On a hit the target takes 3d10+10 bludgeoning damage, and the colossus can push the target up to 20 feet away from it.
Corrupted Grasp. Melee weapon Attack: +18
Range 20ft. On a hit the target takes 4d12+10 magical bludgeoning damage and every creature within 30ft (Including the target) must make a Wisdom saving throw (DC:19). On a fail this deals 1d10 psychic damage.
Docent pulse. Spell save: Wisdom DC 19 saving throw
Range 40ft. The corrupted Docent in Arkus emits a dark pulse of psychic disturbance. On a failed save the creature has they're thoughts scrambled, taking 4d8 psychic damage and can only use either, their movement, Action or Bonus action on their turn. The effect lasts 5 Rounds or until a creature passes a Wisdom save against the effect (which it can do at the end of each of its subsequent turns). On a successful save a creature takes half damage
Defensive protocols. Dex saving throw DC:18
Arkus heats up its metal parts. Any creature in contact with metal parts of Arkus must make a dexterity saving throw. On a failed save the creature takes 3d10 fire damage.
Legendary Actions(3/round). The Colossus can take three legendary actions per round:
Corrupted grasp(/1). Arkus makes one Corrupted grasp attack against one creature in range
Reposition(/1). Arkus can immediately move up to it's full movement. Any opportunity attacks against it are made with disadvantage.
Gaze of the Corrupter(/2). Arkus focus' its attention on one creature within 60ft. The target must make a DC19 Charisma saving throw. On a failed save the creature is overwhelmed by the terrifying gargantuan in-front of it and has it's mind bombarded by images of massive destruction. The creatures speed drops to zero and it loses concentration on any spells it is currently concentrating on.
Flesh Machine:
This affect can only occur once. Upon being reaching 0 hit-points much of the metal outside of Arkus has been completely warped out of shape, damaged beyond repair. The writing flesh of Drynns corruption desperate to hold the Colossus together works to pull the metal tighter around itself, much like a clam. Arkus regains 200hp, loses 4 AC and the following actions / abilties:
Defensive protocols, Gaze of the Corrupter, Reposition and Magic Resistance. Multiattack(4) is also replaced with Multiattack(3), losing one slam attack and Docent blast's psychic damage is reduced by 1d8 and the save drops to a DC17
However, Corrupting grasp's psychic damage is increased by a further 1d10 psychic damage.
Description
A rift was ripped open in the mournland on the day of mourning, forming what is now known as the glowing chasm. Arkus was believed to have been located within the area of this rift. Arkus hasn't been seen since, and in that time the forces of Drynn, the corrupter, have been busy. Lifeforms, made to corrupt and control the Arkus' docent have taken years to perfect and create, but it has been achieved. What was once a metal weapon has been warped into a monstrosity of metal and flesh that serves the corrupter's whims and aims to once again do battle. This time bring death and destruction to all the enemies of the Daelkyr.
In the final days of the Last War, House Cannith unleashed 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 soldiers 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 colossi, 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 rumored to dwell:
- “Arkus” (Colossus WX-11) lies prone at the bottom of the Glowing Chasm in the northern part of the Mournland, 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.
- “Hanamar” (Colossus WX-42) stands at the bottom of Kraken Bay, near the coast of Valenar, 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 action 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 Metrol, 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, artificers, 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.
Lair and Lair Actions
Lair acts at initiative count 20. Arkus can pick one effect from the following.
Visions of corruption: Every breathing creature (those shielded by being within a vehicle or other such thing that would grant them a reasonable protection against polluted air) within the glowing chasm must make a DC 15 intelligence saving throw. On a failed save the creature takes 1d10 poison damage and has its movement speed halved, as it's vision is becomes clouded and blurred as obstacles appear to them out of the haze.
Essence drinker: Every creature within 60ft of Arkus must make a DC14 constitution save, or suffer 2d6 Necrotic damage. Arkus is healed by the total damage dealt.
Earth Tremor. Every creature smaller than Gargantuan must make a DC12 Dex save or be knocked prone. For each size below Huge the DC increases by 2.
Previous Versions
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