This site is games | books | films

Talos, Colossus of Crete

Talos, Colossus of Crete
My Images (midjourney.com)
  • Pantheon: Greek Mythology
  • Title: Guardian Automaton of Crete
  • Symbol: A bronze giant or a bull, representing the might of Crete
  • Home Plane: Material Plane (Earth), specifically the island of Crete
  • Level: As a divine construct, levels don’t apply; however, his power would be equivalent to a deity or demigod.
  • Alignment: Lawful Neutral
  • Aliases: The Bronze Giant, The Living Statue
  • Superior: Hephaestus, who created him
  • Traditional Allies: The gods of Olympus, especially Hephaestus and Minos, the king of Crete
  • Traditional Foes: Pirates and invaders of Crete
  • Divine Artifact: The bronze nail in his ankle, which is his life force and vulnerability
  • Servants: None; he is a solitary guardian
  • Servitor Creatures: None; he operates alone
  • Sacred Animal: The bull, symbolizing strength and protection
  • Manifestations: A warm, metallic scent; the sound of grinding bronze; a feeling of warmth like the sun
  • Portfolio: Protection, vigilance, strength, and the sun’s heat
  • Domains: War, Protection, Sun, Craft
  • Favored Weapon: His own colossal size and strength
  • Favored Class: None; as an automaton, he does not have a class
  • Favored Race: None; he protects all of Crete’s inhabitants
  • Gender: Genderless, but often referred to with masculine pronouns
  • Abode/Base of Operations: The island of Crete, roaming its perimeter
  • Affiliation(s): The kingdom of Crete and its people
  • Significant Others: None; as an automaton, he does not form personal relationships

Talos, as the Colossus of Crete, is a unique entity in Greek mythology, blending the lines between creature, deity, and artifact. His presence on Crete is both a deterrent to would-be invaders and a symbol of the island’s divine protection.

Appearance: Towering like a mountain peak, Talos commands the landscape with his colossal form, standing at an awe-inspiring height of 60 feet. Crafted from gleaming bronze by the divine hands of Hephaestus, his imposing figure is adorned with intricate celestial runes and etchings that tell the tale of his mythic origin. The brilliance of the Mediterranean sun reflects off his metallic surface, casting an ethereal glow across the land.

Behavior: Animated by divine essence and towering over the island of Crete like a living colossus, Talos operates with unyielding dedication to his divine duty. His movements are deliberate and powerful, exuding an aura of invincibility that deters any who dare challenge the sanctity of the island. Lacking emotion, his vigilance is palpable as he stands sentinel, a silent behemoth bound by duty.

Habitat: Crete itself is Talos’s realm, where his colossal presence dominates the landscape. Crafted to withstand the elements, he patrols the shores and skies, a guardian woven into the very fabric of the island’s mythic landscape.

Modus Operandi: Talos’s approach is a symphony of divine precision and unwavering resolve. With each thunderous step, the ground trembles beneath him as he patrols Crete, surveying the horizon for any potential threats. Should intruders approach, his defense is formidable, capable of unleashing devastating attacks or hurling colossal rocks to repel any who encroach upon the sacred island.

Motivation: Crafted by Hephaestus and gifted to King Minos, Talos’s motivation is rooted in divine duty and loyalty to the gods. Bound to protect Crete from all harm, his unwavering allegiance ensures he remains an indomitable guardian, defending against any who dare challenge the divine order of the mythic realm.


  • Talos 5e
  • Talos 3.5
Talos
My Images (midjourney.com)

Gargantuan construct (titan), lawful neutral

Armor Class 22 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 50 ft.

STRDEXCONINTWISCHA
35 (+12)9 (-1)30 (+10)16 (+3)19 (+4)18 (+4)

Saving Throws Str +19, Con +17, Wis +11, Cha +11
Skills Athletics +19, Perception +11
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 21
Languages understands Common and Greek but can’t speak
Challenge 23 (50,000 XP)

Immutable Form. He is immune to any spell or effect that would alter his form.

Magic Resistance. He has advantage on saving throws against spells and other magical effects.

Magic Weapons. His weapon attacks are magical.

Siege Monster. Talos deals double damage to objects and structures.

Achilles’ Heel. The bronze nail in Talos’s ankle is the key to his life force. If targeted specifically and hit by an attack that can reach it (DM’s discretion for height and positioning), Talos must succeed on a DC 25 Constitution saving throw or be stunned until the end of its next turn. If Talos is reduced to 0 hit points by damage to his Achilles’ Heel, he is destroyed.

Actions
Multiattack. Talos makes two slam attacks.

Slam. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 12) bludgeoning damage.

Heated Body. Any creature that touches Talos or hits him with a melee attack while within 5 feet of him takes 18 (4d8) fire damage.

Legendary Actions
Talos 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. Talos regains spent legendary actions at the start of his turn.

Detect. Talos makes a Wisdom (Perception) check.
Blazing Sweep (Costs 2 Actions). Talos swings his arm in a wide arc. Each creature within 15 feet must make a DC 22 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
Molten Rock (Costs 3 Actions). Talos picks up a large chunk of rock, heats it until it’s molten, and hurls it at a point he can see within 120 feet of him. Each creature in a 20-foot radius centered on that point must make a DC 22 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.

Lair Actions
On initiative count 20 (losing initiative ties), Talos can take a lair action to cause one of the following effects; Talos can’t use the same effect two rounds in a row:

  • Talos causes the ground in a 60-foot radius centered on himself to become searingly hot. Until initiative count 20 on the next round, the area becomes difficult terrain, and any creature that starts its turn there takes 21 (6d6) fire damage.
  • Talos emits a radiant burst of sunlight. Each creature of Talos’s choice that he can see within 120 feet of him must succeed on a DC 22 Constitution saving throw or be blinded until the end of their next turn.

Regional Effects
The region containing Talos’s lair is warped by his divine presence, which creates one or more of the following effects:

  • The temperature within 6 miles of the lair is always warm, and the sunlight is particularly intense, providing bright light even in areas that would normally be in shadow.
  • Bronze statues within 6 miles of the lair occasionally animate and patrol the area as if under the effect of an animate objects spell.
  • Creatures within 6 miles of the lair have difficulty lying and are compelled to speak the truth as if under the effect of a zone of truth spell.

If Talos dies, these effects fade over the course of 3d10 days.

Talos
13 Nights of Halloween 2013 Talos by Grimbro on DeviantArt

Talos is a bronze automaton whom Zeus gave to Europa. He was forged by Hephaestus and the Cyclopes. Europa took him to Crete and he stayed there, circling the island’s shore three times daily while guarding it. He threw stones at any approaching ship.

Originally Posted by Kain Darkwind of the Dicefreaks forums.

On this Thread

Talos heated himself red-hot and clasped strangers in his embrace as soon as they landed on the island.

Talos had one vein which went from his neck to his ankle, bound shut by only one bronze nail. The Argo, containing Jason and the Argonauts,
approached Crete after obtaining the Golden Fleece. As guardian of the island, Talos kept the Argo at bay by hurling great boulders at it. Talos was slain, when the nail was removed, Talos’s ichor flowed out, extinguishing and killing him. After his death, the Argo was able to land safely.

Talos
Huge construct
Hit Dice54d10+54 (594 hp)
Initiative+7
Speed60 ft.
AC73 (-2 size, -1 Dexterity, +66 natural), touch 7, flat-footed 73
Base Attack/Grapple+40/+73
AttackSlam +66 melee (8d8+25 19-20/x3 and death (Fort DC 62)
Full Attack2 slams +66 melee (8d8+25 19-20/x3 and death (Fort DC 62))
Space/Reach15 ft. /15 ft.
Special
Attacks
Breath weapon, trample
Special
Qualities
construct traits, damage reduction 15/-, damage reduction 45/adamantine, Darkvision 180 ft., immunity to magic, Low-Light Vision
SavesFort +24, Ref +17, Will +23
AbilitiesStrength 61, Dexterity 9, Constitution -, Intelligence 12, Wisdom 21, Charisma 9
SkillsClimb +82, Listen +62, Spot +62
FeatsAwesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Toughness, Power Attack, Weapon Focus (slam)
Epic
Feats
Devastating Critical (slam), Overwhelming Critical (slam), Epic Fortitude, Epic Weapon Focus (slam), Merciless Power Attack, Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (cold iron), Penetrate Damage Reduction (silver), Superior Initiative, Superior Power Attack
Climate/TerrainCrete
OrganizationSolitary (unique)
Challenge
Rating
32
TreasureNone
AlignmentNeutral

Breath Weapon (Su): 30 foot cube, cloud of poisonous gas lasting 3 rounds, free action once every 1d4+1 rounds; initial damage 1d12 Constitution, secondary damage 3d12 Constitution, Fortitude DC 37 negates.

Magic Immunity: Talos is immune to all spells and spell-like effects that allow Spell Resistance. He is likewise immune to supernatural effects that directly mimic spell effects. (Such as an angel’s true seeing, but not a dragon’s breath weapon) The below are exceptions to this rule.

Electricity damage forces Talos to make a Fortitude save against the spell or be slowed. Electrical damage that does not offer a save automatically slows Talos. Fire damage heals

  • Talos, and breaks any slow effect on him. He gains excess hit points as temporary hit points lasting for 1 hour.
  • Talos is affected normally by most rusting attacks, although he has a +5 resistance bonus on saves against such attacks.

Trample (Ex): Talos can run over any creature one size smaller than himself as a move action. This deals 10d8+50 points of damage. Trampled opponents can either attempt attacks of opportunity at a -4 penalty, or Reflex saves (DC 62) for half damage.

Scroll to Top