Ironthral Colossus

Gargantuan

Construct

CR 20

unaligned

Ironthral Colossus

Arcane War Engine

A hulking synthesis of hammered iron plates, glowing conduits, and rune-inscribed crystal, the Ironthral Colossus moves with terrifying precision for a thing of its size. Its chest opens like a maw to fire searing beams of condensed wardstone energy; its great fists can crush a tower wall and send stone flying like splinters. More than a mere engine of war, the Colossus exhibits a grim, deliberate intelligence—methodically prioritizing living weapons and arcane foci—so that when one appears on the field, entire battle plans unravel.

Stat block

Armour

19

natural armor (reinforced plating and rune weave)

Hit points

330

20d20+120

Speed

40ft

Challenge

20

25,000 XP

STR

20

+5

DEX

10

+0

CON

22

+6

INT

14

+2

WIS

16

+3

CHA

12

+1

Saving throws

STR +11, CON +12, WIS +9

Skills

Perception +9, Athletics +11

Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage immunities

poison, psychic

Condition immunities

charmed, frightened, paralyzed, petrified, poisoned

Senses

blindsight 120 ft., darkvision 120 ft., passive Perception 19

Languages

understands Common but can't speak

Actions

Multiattack. The Colossus makes two Slam attacks and can use its Arc Beam if it has recharged.

Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Arc Beam (Recharge 5-6). Ranged Weapon Attack: +11 to hit, range 200/800 ft., one target. Hit: 58 (8d12+5) force damage. Creatures in a 10-foot line behind the target take half that damage (no attack roll). A creature hit by the beam must succeed on a DC 20 Constitution saving throw or have its resistances to magical damage suppressed until the end of the Colossus's next turn (if any apply).

Magnetic Sweep. The Colossus unleashes a 30-foot cone from its shoulder actuators. Each creature in the area must succeed on a DC 20 Dexterity saving throw or be pulled 20 feet toward the Colossus and take 28 (8d6) force damage and have one small or light held object ripped free. On a success, a creature takes half damage and isn't pulled.

Overdrive Pulse (1/Day). The Colossus overcharges its runes, gaining advantage on attack rolls and dealing an extra 14 (4d6) force damage on its melee attacks for 1 minute. At the end of the minute, roll a d6: on a 1 the Colossus is stunned for 1 round as systems cool.

Reactions

Reactive Shield. When the Colossus is hit by an attack, it can raise its plated arm to impose +4 to its AC against that attack, potentially turning a hit into a miss.

Lore

The Ironthral Colossi were first forged by the guild-masons of Kesturn in the Age of Fissures, when city-states sought finality in the face of demonic incursions. Combining ancient runecraft with experimental clockwork and captured planar crystals, the guild produced walking fortresses designed to hold passable breaches. After the treaty of the Three Bridges, most Colossi were decommissioned; a handful were sealed in subterranean depots beneath the Sundered Foundry. Over centuries, neglect and slow corrosion warped their programming. Some were reactivated by cults who mistook the rudimentary directive of 'defend the Foundry' as holy mandate; others were scavenged by warlords and retrofitted with newer arcane cores. The scholar Meren Voss of the Arkhive of Ruination catalogued several encounters and insists the Colossi are not mindless: they demonstrate prioritization of arcane casters and relic-bearing caravans, and they conserve energy between engagements. Factions such as the Gatewrights of Rorn still revere the original designs and hunt surviving control matrices. In their lairs—often vaulted depots, ruined forges, or broken bridge piers—Colossi consume scrap, slowly anneal their armor with residual ley currents, and lay inert for decades between awakenings. Hunters and salvage crews prize the conduits and rune-crystals embedded in their cores, but few return from a salvage attempt intact. Tales tell of entire villages leveled because an Ironthral, reactivated by a lightning strike, interpreted 'defend' as 'eradicate any potential threat.'

Appearance

The Ironthral Colossus stands as tall as a three-story building. Its frame is a skeleton of riveted beams and layered iron plates; every joint is protected by overlapping segmented pauldrons stamped with the sigil of the Kesturn guild (a bridged hammer). Across its chest sits a roughly faceted arc-crystal that pulses with inner light, encircled by concentric rune bands. Thick braided conduits—blackened copper and braided mithril wire—snake from the crystal into its shoulders and forearms, where they flare into barrels and articulated manipulators. Its head is a compact hemisphere with a single vertical slit of brass that glows like an eye; engraved lenses and rotating flanges suggest sensory apparatus. Surface textures range from pitted, rust-streaked iron to smoother, polished inlays around the runes. Scorch marks and solder scars cluster near the chest aperture and forearms. The scale should show the Colossus towering over a human figure at its knee-height and dwarfing a standard stone doorway.

Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence

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