Mithral Colossus

Mithral Colossus
Level 28 (+10)
"Oh, I already gave it a name: Magnarok! You see? Because it’s massive and can potentially bring about the end of all life as we know it! Hey...guys! Where are you going?!"
——Gimalo Tinkerstick, Gnomish Engineer
The Mithral Colossus has a host of devastating attacks at its command. The arms and legs have been enhanced with magically reinforced plates that allow it to slam down upon targets with impossible force. The vents in the chest serves as energy wells that constantly replenish themselves with magical force reserves. From these, the golem can launch a barrage of force missiles, create giant force walls to defend or even crush opponents, or even augment its physical strikes to knock down targets. Since this creature must usually be commanded, or act in response to a preset trigger, it does not usually attack on its own, but it can utilize tactics when activated. This is most likely due to its creators setting up a web of eldritch pathways inside the colossus that act as an evolving battle map, capable of recognizing the flow of attack and strength of its targets.
Awareness
32
Senses
Darkvision
Initiative
31/1d6
Max HP
1147
Resilience: +10
Healing Value: 229
Morale
4
Defenses
AC
33/45
Touch
26
Fort
28
Reflex
29
Will
24
Resistances: Non-magical Weapons (50%), Magical Weapons (DR 40, overcome by Adamantine). Necrotic (Imm), Radiant (Imm), Psychic (Imm), Align. Damage (Imm), Cold (50%), Fire (50%), Lightning (50%). Immune to Death, Disease, Mind-Affecting, Morale Damage, Paralysis, Poisons & Toxins, Sickened/Nauseated, Sleep, and Energy Damage. Daze Resist (4). Magic Immunity.
Vulnerabilities:
Defensive Actions
Magic Immunity
The Mithral Colossus is Immune to magic, except for the following effects:
  • Slow effects remove the Mithral Colossus' Quick Movements benefits (i.e. reduce it to 3 AP instead of 4, puts it at a -2 penalty to Attacks, and negate its ability to reduce advantage) until the effect ends.
  • The Haste spell restores the Colossus' Healing Value in hitpoints or removes the Slowed condition (if subject to it). (Ultimate)
Quick Movements
The Mithral Colossus reduces its level of advantage by 1. (Advanced)
Attributes / Saving Throws
STR
48 / 63
DEX
21 / 36
CON
34 / 49
INT
13 / 18
WIS
17 / 22
CHA
14 / 19
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 40ft / 3
Sprint 60ft / 3
Teleport 100ft / 3
At-Will
+28 vs AC (Crit 29%/60)
Slam [Mithral]
4d8+47 (avg 65) Bludgeoning damage (ArN 15)
REC 3, Reach 25ft
4d8+47 (avg 65) Bludgeoning damage
Grapple +27
Special Actions
Missile Storm
Automatic Action
Force missiles rip out from the Colossus, striking all foes in its vicinity. Targets all creatures within 50ft suffer 4d8+20 (avg 38) Force damage (Autohit). (Advanced)
+25 vs Touch
Force Blades
Immediate Action
The Colossus is surrounded by glittering motes of force, which strike out at its opponents autonomously. Target up to three creatures within 200ft. On a hit, the target suffers 4d8+47 (avg 65) Force damage. (Legendary)
Colossus Abilities
On each turn, roll 1d12 to determine the actions available to the Colossus.

Any result, choose one of the following:
Forceful Slam: Make a Slam attack. On a hit, the target is knocked Prone. (Basic)
Force Plane [Limit 1/Combat] [REC 6]: The Golem surrounds itself in a horizontal plane of force, which slowly descends upon its enemies, crushing them beneath it. Targets all creatures within 200ft, +25 vs Fortitude. On a hit, the target suffers 200 Force damage. On a miss, the target suffers half damage. (Ultimate, Pot 2d8+10, MR No)

3 or more, choose one of the following:
Double Slam [REC 5]: Make two Slam attacks, on the same or different creatures. On each hit, deal 4d8+47 (avg 65) Bludgeoning damage. (Basic)
Punt [REC 4]: The Colossus kicks out at his opponent, punting them across the field. Make an attack, +28 vs AC (Crit as Slam) . On a hit, deal 4d8+47 (avg 65) Bludgeoning damage and the target is Pushed [5d6 x 5]ft. (Basic)

5 or more, choose one of the following:
Brutal Smash [REC 3]: Swinging its arms above its head, it brings its clenched fists down in a brutal smash. Targets all creatures in a 25ft diameter area adjacent to Colossus, +28 vs AC (Crit as Slam). On a hit, deal 4d8+75 (avg 93) Bludgeoning damage. (Advanced)
Pulse [REC 6]: The Colossus claps its hands and a shock wave of sonic energy pulses from it. Make an attack on all creatures within 200ft cone, +25 vs Fortitude. On a hit, the target suffers 4d6+65 (avg 79) Sonic damage and the target is Stupefied [SE, ST 5d10 vs CON]. (Advanced)

7 or more, choose one of the following:
Trample [REC 5]: The Colossus moves up to its Skirmish speed, Trampling all creatures in its path. Make an attack on all creatures whose space the Colossus moves through, +25 vs Reflex. On a hit, targets suffer 4d8+100 (avg 118) Bludgeoning damage. (Legendary)
Force Wall: The Colossus creates a flat, transparent wall of force within 50ft, with a maximum area of 1000ft (ex. 10ft x 100ft), that persists for 10 rounds. The wall is immune to damage and blocks Line of Effect. It cannot be dispelled, but it can be Disjoined or destroyed by abilities that can affect force effects, such as Disintegrate. (Legendary, Pot 1d12+10, MR No)
Overland Movement
30 mi/day
Qualities
  • Legendary Creature: A Legendary Creature gains a +1 racial bonus to Morale and a +5 racial bonus to all Saving Throws. Also, the Legendary Creature does not lose the ability to use its "Automatic Actions" unless it is killed or rendered Unconscious.
  • Quick Movements: The Colossus' movements are magically enhanced to be faster, granting it a +2 bonus to Attack, a 1 reduction to Weapon Speed, and reducing Advantage by 1. (inc)
  • Mithral Body: Being made of Mithral, the Colossus is considered to be wearing Mirthal Armor and utilizing Mithral Weapons. This grants the normal benefits of Mithral Equipment to the Colossus. (inc)
  • Construct: Immune to Necrotic, Radiant, and All Alignment Damage (i.e. Holy, Vile, Entaxic, Entropic). Additionally, Immune to Death, Disease, Pain, Paralysis, Poisons & Toxins, Sickened or Nauseated, Sleep, and Energy Damage. Additionally, gain Daze Resistance equal to [½ Physical Rank]. (inc)
  • Mindless: Immune to Psychic Damage and abilities with the Mind-Affecting keyword and Morale Effects. Also, do not suffer Intelligence penalty to Initiative, Awareness, or Sensory Skills. (inc)
  • Natural Armor: AC +7/+18, REF +2 (inc)
Skills: Rank 10 Balance [+28], Rank 6 Climb [+22], Rank 7 Jump [+22], Rank 3 Stealth [+5], Rank 3 Tumble [+11], Rank 9 Listen [+21], Rank 10 Spot [+23]
Feats: Big Crit [3], Fast Initiative [2], Improved Attack [2], Improved Negation, Improved Armor [2]
Philosophies: Rank 0 Mental, Rank 10 Physical
Combat Training: Melee 5, Ranged 3, Parry 3, Fort 3, Reflex 4, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Social
Languages: None
Composure: -
Charm
-
Coercion
-
Deception
-
Manipulation
-
Persuasion
-
Aloofness
-
Bravery
-
Intuition
-
Tolerance
-
Suspicion
-
Prejudices:
    Motives: