Iron Colossus
“Unleash the terror of the Iron Colossus: a colossal war machine that breathes deadly fumes and crushes foes with unstoppable might!”

The Iron Colossus is a towering behemoth, standing at an imposing 80 feet tall and weighing around 500 tons. Its exterior is a patchwork of reinforced iron plates, each one riveted and welded together, giving it a rugged, industrial appearance. The surface is often scarred from countless battles, with patches of rust accentuating its massive form. Its limbs are thick and muscular, designed for both crushing blows and precise maneuvers. At the center of its body, a massive grinding engine emits swirling plumes of noxious fumes, obscuring its silhouette and adding an eerie glow from the glowing embers of its fiery core. Two heavy ballistae are mounted on its shoulders, each capable of launching deadly projectiles with precision. The Iron Colossus’s eyes glow ominously, often reflecting the fiery hues of its internal machinery, and its formidable flail, capable of sweeping away foes, hangs menacingly from one arm.
Behavior
The Iron Colossus is a relentless and single-minded construct, programmed for destruction. It exhibits a mechanical intelligence, responding to threats and commands with cold efficiency. When activated, it moves with a surprising grace for its size, stomping through enemy lines with calculated aggression. The colossus shows no mercy, crushing anything in its path, and its behavior is often driven by the tactical orders of its creator or operator. While it can act independently, it is typically employed as a siege engine, using its overwhelming force to breach fortifications and create chaos among enemy ranks. The iron giant emits a low, rumbling sound as it moves, the grinding of metal on metal echoing like distant thunder.
Habitat
The Iron Colossus can be found in any war-torn landscape, typically deployed in areas of conflict such as besieged cities, battlefields, or near enemy fortifications. It often resides in a temporary encampment alongside other siege engines and war constructs, where it is maintained and repaired by its creators. These constructs are often crafted in specialized forges or workshops dedicated to the art of war machine engineering. While it does not have a natural habitat, the Iron Colossus thrives in environments where it can exert its dominance, often surrounded by the remnants of destruction.
Modus Operandi
The primary modus operandi of the Iron Colossus is to serve as a front-line assault machine. Upon entering a battlefield, it releases a deadly cloud of toxic fumes that disorients and weakens foes. It uses its incredible strength to crush enemy soldiers and structures alike, favoring powerful melee attacks with its flail and devastating stomps. The mounted ballistae allow it to engage targets at a distance, raining down projectiles on any threats that dare approach. The colossus’s ability to transform its legs into a trample attack mode enables it to steamroll over groups of enemies, causing massive devastation. Its selective antimagic aura provides a strategic advantage, neutralizing spells that might threaten its operations.
Motivation
The Iron Colossus is driven by the singular purpose of warfare and destruction. As a construct, it lacks personal desires or emotions, operating solely on the commands given by its creator or operator. Its primary motivation is to serve as a tool of war, designed to crush opposition and create a path for victory. In a broader sense, the Iron Colossus symbolizes the unyielding advance of industrial warfare, a testament to the power of engineering in the service of conquest. Its presence on the battlefield serves to intimidate enemies and bolster the morale of allied forces, embodying the relentless march of war machines in an age of conflict.
Iron Colossus 5e
Iron Colossus Pathfinder
Iron Colossus

Colossal Construct, Unaligned
Armor Class: 25 (Natural Armor)
Hit Points: 600 (40d12 + 240)
Speed: 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
32 (+11) | 10 (+0) | 30 (+10) | 1 (-5) | 1 (-5) | 1 (-5) |
Saving Throws
Str +20, Dex +7, Con +18, Wis +7
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision 120 ft., Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages
- Understands Common but cannot speak
Challenge: 24 (62,000 XP)
Proficiency Bonus: +7
Traits
Colossal Size
- The Iron Colossus occupies a space of 30 feet by 30 feet. It can attack creatures that are Medium or smaller without squeezing.
- Terrain Impact: When the Iron Colossus moves, it creates tremors felt up to 60 feet away. Creatures within this range must succeed on a DC 20 Dexterity saving throw or be knocked prone as the ground shakes beneath them.
Legendary Resistance (3/Day)
- If the Iron Colossus fails a saving throw, it can choose to succeed instead.
Antimagic Aura
- The Iron Colossus radiates an antimagic field in a 30-foot radius. Spells and magical effects cannot be cast within this area, except those with the fire descriptor, which are unaffected.
Fire Absorption
- The Iron Colossus heals for half the damage dealt by fire damage.
Construct Resilience
- The Iron Colossus has advantage on saving throws against being knocked prone.
Siege Tower
- The Iron Colossus treats its ranged weapon attacks as having no range limitations, and attacks made with its siege weaponry do not provoke opportunity attacks.
Actions
Multiattack
- The Iron Colossus makes four attacks: one with its Flail and three with its Stomp.
- Flail:
- Melee Weapon Attack: +20 to hit, reach 20 ft., one target.
- Hit: 56 (10d8 + 11) bludgeoning damage plus 27 (6d8) fire damage.
- Critical Hit: On a critical hit, the target must succeed on a DC 25 Constitution saving throw or be stunned until the end of its next turn.
- Stomp:
- Melee Weapon Attack: +20 to hit, reach 10 ft., one target.
- Hit: 50 (8d10 + 11) bludgeoning damage, and the target must succeed on a DC 25 Strength saving throw or be knocked prone.
- Pinning Stomp: If the target is knocked prone, the Iron Colossus can choose to pin the target, preventing it from moving until it escapes with a successful DC 25 Strength check at the end of its turns.
Deadly Fumes (Recharge 5-6)
- The Iron Colossus releases a cloud of poisonous gas in a 30-foot radius around it. Each creature in that area must make a DC 25 Constitution saving throw.
- On a failed save, a creature takes 84 (24d6) poison damage and is poisoned for 1 minute.
- On a successful save, the creature takes half damage and is not poisoned.
- A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Trample (Recharge 6)
- If the Iron Colossus moves at least 30 feet in a straight line and then hits a Medium or smaller creature with a Stomp attack, that creature must succeed on a DC 25 Strength saving throw or take an additional 84 (24d6) bludgeoning damage and be knocked prone.
Siege Artillery
- The Iron Colossus can fire its Ballista as a ranged weapon.
- Ranged Weapon Attack: +18 to hit, range 120 ft./480 ft., one target.
- Hit: 72 (12d10) piercing damage.
- This attack does not provoke opportunity attacks.
Legendary Actions
The Iron Colossus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Iron Colossus regains spent legendary actions at the start of its turn.
- Move: The Iron Colossus can move up to half its speed without provoking opportunity attacks.
- Activate Siege Artillery: The Iron Colossus can fire its Ballista.
- Recharge Deadly Fumes: The Iron Colossus can use its Deadly Fumes action even if it is not yet recharged.
- Overwhelming Presence (Costs 2 Actions): The Iron Colossus can exert its intimidating presence. Each creature of its choice within 30 feet must succeed on a DC 25 Wisdom saving throw or be frightened until the end of their next turn.
Regional Effects
The presence of an Iron Colossus in the region creates the following effects:
- War-torn Landscape: The area around the Iron Colossus is marked by destruction. Terrain may be difficult due to craters, collapsed structures, and areas of poisonous gas lingering in the air.
- Construct Minions: Inhabitants within a 5-mile radius may witness the emergence of lesser constructs, such as Iron Golems or Stone Sentinels, drawn to the colossus’ power.
- Firestorms: Areas within 1 mile of the Iron Colossus are prone to sudden bursts of flame, causing fire damage to creatures caught in the area. Creatures that start their turn within 30 feet of the colossus take 10 (3d6) fire damage.
Lore
The Iron Colossus stands as a testament to the formidable power of ancient engineering, a relic from a time when powerful mages and skilled artisans combined their knowledge to create a war machine unlike any other. Crafted from countless tons of enchanted iron and powered by the very essence of fire, these towering constructs were originally designed as siege weapons to breach the fortifications of enemy kingdoms.
Unique Traits
- Strengths:
- Massive Damage Output: Capable of inflicting devastating damage with each attack.
- Area Control: Its Deadly Fumes and Trample abilities create hazardous zones that hinder movement and pose a constant threat to adventurers.
- Weaknesses:
- Slow Movement: Despite its speed, its colossal size can make it vulnerable to ranged attacks if it is not careful.
- Limited Intelligence: Lacking strategic thinking, it may become predictable in its attacks.
Role in a Campaign
The Iron Colossus can serve as a major antagonist in a campaign, perhaps a guardian of a powerful artifact or a tool of a warlord seeking to conquer a kingdom. Its presence may trigger a quest for the players to either find a way to disable it, destroy it, or perhaps control it for their own purposes.
Conclusion
The Iron Colossus is not merely a mechanical giant; it is a force of nature, an embodiment of destruction, and a pivotal point in any campaign. Encountering this colossal construct will test the limits of any adventuring party, ensuring a memorable battle filled with strategy, fear, and epic heroism!

A siege engineer’s nightmare, this giant machine emits noxious fumes from its grinding engine. These are mainly made by either Hephaestos or his servants.
Iron Colossus CR 21/MR 8
XP 409,600
N Colossal construct (colossus, mythic)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +11; Aura deadly fumes (30 ft.), selective antimagic aura (30 ft.)
DEFENSE
AC 39, touch 1, flat-footed 39 (–1 Dex, +38 natural, –8 size)
hp 309 (23d10+183)
Fort +9, Ref +6, Will +7
DR 10/epic; Immune construct traits, fire absorption
OFFENSE
Speed 50 ft.
Melee flail +35/+30/+25/+20 (6d6+20/19–20) or stomp +35 (6d6+30 plus pinning stomp)
Ranged 2 heavy ballistae +14 (4d8/17–20/×3)
Space 30 ft.; Reach 30 ft.
Special Attacks Mythic Power (8/day, Surge +1d10), Mythic quickening, pinning stomp
Spell-Like Abilities (CL 17th; concentration +19
3/day—wall of fire (DC 16)
1/day—delayed blast fireball (DC 19)
STATISTICS
Str 51, Dex 9, Con —, Int 5, Wis 10, Cha 14
Base Atk +23; CMB +51 (+59 sunder); CMD 62 (68 vs. sunder)
Feats CleaveM, Great Cleave, Great Fortitude, Greater Sunder, Greater Vital Strike, Improved Critical (flail), Improved CriticalM (heavy ballista), Improved SunderM, Improved Vital Strike, Power Attack, Toughness, Vital Strike M
Skills Intimidate +14, Perception +11
Languages Common
SQ alternate form, Mythic creation, Mythic resilience, siege tower
SPECIAL ABILITIES
Alternate Form (Ex)
As a full-round action, an iron colossus can transform its legs into a massive, destructive track. Its speed becomes 80 ft., it can’t be tripped, and it gains a trample attack that deals 4d8+30 damage. It loses its stomp attack. It can resume its base form as a full-round action.
Deadly Fumes (Ex)
An iron colossus emits a 30-foot-radius cloud of poisonous gas, exposing creatures that start their turn in this area.
Deadly Fumes: inhaled—save Fort DC 21; frequency 1/round for 2 rounds; effect 1d4 Constitution damage and sickened; cure 1 save.
Fire Absorption (Ex)
Not only is an iron colossus immune to fire, but when targeted or hit by a spell or attack that would deal fire damage, it heals half the fire damage it would be dealt.
Selective Antimagic Aura (Su)
Spells with the fire descriptor and fire effects are unaffected by this field.
Siege Tower (Ex)
An iron colossus’s ballistae don’t provoke attacks of opportunity, and they reload themselves at the start of the colossus’s turn.
ECOLOGY
Environment any land
Organization solitary
Treasure none
Standing 80 feet high and weighing 500 tons, iron colossi are the ultimate weapons of war.
Iron Colossus Construction
The body of an iron colossus is constructed from hundreds of tons of iron, costing 100,000 gp.
CL 17th; Price 500,000 gp
CONSTRUCTION REQUIREMENTS
Feats Craft Construct, Mythic Crafter, Mythic Tier or rank 8, antimagic field, cloudkill, meteor swarm, rusting grasp, wall of iron, wish; Skill(s) Craft (blacksmithing) DC 30; Cost 300,000 gp
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.