Animated ColossusCreature 15
Source Pathfinder Bestiary 3
Perception +23 (darkvision)
Languages none
Skills Athletics +33
Str +9, Dex +2, Con +8, Int -5, Wis +0, Cha -5
AC 39 35 when broken); construct armor; Fort +31; Reflex +21; Will +19;
HP 245
Speed 50 feet
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Fist +32 (+27, +22) to hit (magical, reach 30) 3d12+17 Bludgeoning
Foot +32 (+28, +24) to hit (agile, magical, reach 20) 3d8+17 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Construct Armor (Hardness 15)Like normal objects, an animated colossus has Hardness. This Hardness reduces any damage the colossus takes by an amount equal to the Hardness. Once an animated colossus is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 35.
EnormousAn animated colossus takes up a space of 6 squares by 6 squares (30 feet by 30 feet) and is 100 feet tall.
Colossus's GraspThe colossus can Grab a creature using only one hand.
It can move normally with a creature Grabbed or Restrained in its fist, carrying the creature along. If it has two creatures grabbed in this way, it can't use its fist Strike.
Constrict3d12+11 bludgeoning, DC 36 basic fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
TrampleHuge or smaller, foot, DC 36 basic reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Improved GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
Animating a 100-foot-tall statue is worth the cost for spellcasters guarding immense dungeons.
Many animated objects have useful functions but become dangers when uncontrolled.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConstructA construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.