Colossus
Colossal Giant
Hit Dice: 38d8 +459 (630 hp)
Initiative: –2 (–2 Dex)
Speed: 200 ft.
AC: 21 (–2 Dex, –8 size, +21 natural)
Attacks: Unarmed +45/+40/+35, boulder +18/+13/+8
Damage: Unarmed 2d8+25, boulder 4d8+25
Face/Reach: 40 ft. by 40 ft. / 25 ft.
Special Attacks: Colossal feats of strength, improved grab, foot stomp
Special Qualities: Improved fortitude, immortal body
Saves: Fort +33, Ref +10, Will +12
Abilities:Str 61, Dex 6, Con 35, Int 8, Wis 7, Cha 11
Skills: Climb +28, Intimidate +8, Jump +33, Listen +5, Sense Motive +5, Spot +8
Feats: Cleave, Endurance, Great Cleave, Improved Sunder, Iron Will, Large and in Charge, Power Attack, Remain Conscious, Sunder, Toughness
Climate/Terrain: Any
Organization: Solitary or Family (1–6)
Challenge Rating: 22
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class

    Although 60 feet tall, weight 120 tons and voices are like rolling thunder, these cousins of terrestrial giants are squat, stupid and clumsy. They wear anything they can buy or steal. Colossi could use and carry weapons and or armor, but why bother.

    Combat: A colossus moves slowly and ponderously when not in combat, but when combat results they can move at great movement rate of 200 feet. They have massive hands that can strike for 2d8 hit points plus strength modifier for damage.

    Colossal Feats of Strength (Ex): Due to the Colossus' immense size and strength, it can perform massive feats of strength some of which seem almost magical:
    &    Shout of the Colossus: The Colossus emits a blaring yell that stuns, deafens, and damages creatures in its path. All within the 120-foot cone effect take 2d6 points of sonic damage, are deafened for 4 rounds, and are stunned for 2 rounds. A successful Fortitude (DC 30) save negates the damage, reduces deafening to 2 rounds, and reduces stunning to 1 round.
    &    Thunder Clap: A colossus can clap its hands together with great force and causing a great thunderclap to occur. All creatures in a radius of 200 feet must make saves verses three effects: First, all creatures must make a Will save to avoid being stunned for 1 round. Second, the creatures must make Fortitude saves or be deafened for 1 minute. Third, they must make a Reflex save or fall prone. All saves are against a DC 30.
    &    Throw Boulders: A Colossus boulders do 4d8-hit points of damage plus strength modifier when they strike a target. The boulders have range increment of 150 feet.
    &    Great Kick: With as much effort as punt kicking a football, a colossus can kick a large size or smaller creature a great distance! This kick does 2d8 hit points of damage plus its strength modifier and knocking back the character 20 feet modified by the creature being kicked size: Large (x1), Medium-Sized (x2), Small-sized (x4), Tiny (x8) and Diminutive (x16). A character kicked travels half as far up into the air with respect to the distanced he was kicked taking 1d6 per 20 feet it was knocked back by.
    &    Great Throw: A colossus can also decide to throw a character. Use the distance rules for great kick.
    These feats of Strength can be done every 1d4 rounds (i.e., shouting so loud causes its voice to go out for a time, or creating the enormous thunder clap causes an intense tingling in its hand and reluctant to do so for a few rounds, or simply forgets to do one of its feat for a period of time … et cetera).
    A DM can determine other colossal feats of strength, such as being so strong that if it could grasp a dragon by its neck and close off its windpipe so it could not use its breath weapon!

    Immortal Bodies (Ex): No one has ever seen a sick colossus or seen one die from anything other than injuries (complete immunity to diseases both magical and mundane). While they are known to have two sexes, children have never been seen. In the few hundred years they have been in known space it seems that they do not age. They eat virtually any type of plant. The evil ones eat meat, but they do not seem to need it in their diets. It is assumed that they do it only for the terrorizing effect.

    Improved Fortitude (Ex): The colossus is so healthy that it always makes its Fortitude saving throws, this effectively makes it immune to poison and many other effects.

    Improved Grab (Ex): To use this ability, the colossus must hit an opponent with its unarmed attack. If it successfully does so it starts a grapple/grab as a free action.

    Foot Stomp (Ex): Medium sized and smaller creatures can be smashed underfoot of this colossal giant as a movement action! Creatures caught underfoot take 4d6-hit points of damage plus strength modifier and are considered grappled (must make a contested strength check to see if creature can break being pinned underfoot).

In The Spheres
    In wildspace the colossus are usually lost wanderers. The colossus has the same air volume as a 15-ton ship and itself consumes as much air as 8 medium-sized creatures (perhaps the oxygen deprivation explains the phenomenal lack of intelligence). A colossus sole means of jamming through wildspace is leaping from a solid surfaces.
    The colossi continually seek and speak of their home called Arhoad, which none of them know how to find and few if any have ever seen.


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©2002 Wizards of the Coast, Inc.

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Colossus, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Colossus ©2002, Mark Doolan
Image by Ron Pollard
Original Source: Monstrous Compendium #7

    Notes on this Conversion: The second edition verison was more comical then the version presented here. I for one made the colossi alot more "faster" then the 2E version. When ever I thought of the colossi I thought "Hulk" so I included the Colossal Feats of Strength, the foot stomp just seem natural as they would easily crush any one underfoot when walking and need not make an attack roll. If as DM this seems to powerful, have the PCs make a reflex check at DC 15 to avoid this "attack", the exception is if the Colossus is really trying to "STOMP" on the character. There strength of 61 makes them the strongest creatures to walk the worlds, even the oldest and biggest dragons do not have strengths this high!
    Oh by the way, the little figure next to the Colossus is a Swashbuckling human!