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Creature

Bone Colossus

Large undead, Raise Undead template—ten corpses fused into a siege engine

The bone colossus is the apex of mass necromancy. Instead of raising a wave of corpses, the sorcerer fuses roughly ten bodies into a single titan of joined bone that stands twice the height of a human. Slow but nearly indestructible, it smashes gates, crushes ranks, and rebuilds itself until positive energy unmakes it. It is the horde lever's choice for fewer, much larger servants.

A Large creature, the bone colossus becomes available only with Raise Undead at Level 10 and consumes ~10 corpses, with as many emeralds, for each colossus.


Bone Colossus (Raise Undead Template)

In this template, “DC” means the necromancer's spell DC. Values marked XX are variable: multiply the table value by caster level.

Bone Colossus, Large undead
Speed: XX ft
HP: XX
DR: XX
Saves: Reflex DC −50%, Fortitude—none, Will—no mind (body magic opposes the DC)

Attacks:

  • Bone Hammer: Base damage 2d8+XX
  • Shard Rain (ranged cone): Base damage 2d6+XX

Undead Nature An undead; see 3.

Standing Orders A bone colossus follows only simple, permanent orders (see Raise Undead).

Slow Titan Large and stiff, it dodges and parries very poorly, as represented by Reflex DC −50%, but its DR and HP make it a wall. It has no attack roll or AC.

Reach and Trample As a Large creature, it projects a 10 ft threat range (see 11). Once per round, its Bone Hammer strikes every adjacent Medium or smaller target with the same attack, dealing full damage to each.

Reassembly At 0 HP the colossus collapses, and the bones drag themselves back together: it reassembles after one round with half its HP. Only positive energy unmakes it. If the damage that felled it came from positive energy, or if the animating spell is dispelled, the mass stays on the ground.

Variable Stats by Spell Level

Variable Level 10
HP per caster level 256
Attack Damage 256+CL
Number of attacks per turn 3
Speed 30ft
DR 64

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