Flesh Colossus
System: Pathfinder | SRD
Flesh Colossus
CR 16
N
Construct (colossus, mythic)
Gargantuan
Init +0
;
Senses all-around vision, darkvision 60 ft., low-light vision; Perception +8
Defense
AC 30, touch 6, flat-footed 30 (+24 natural, –4 size)
hp 224 (16d10+136)
Fort +5
Ref +5
Will +5
DR 10/epic
Immune electricity, construct traits
Offense
Speed 60 ft.
Melee 2 slams +28 (2d12+16/19–20/×3 plus grab) or stomp +28 (4d12+24 plus pinning stomp)
Space 20 ft.
;
Reach 20 ft.
Special Attacks constrict (2d12+16), mythic power (6/day, surge +1d8), mythic quickening, pinning stomp
Aura selective antimagic (20 ft.), unnatural (30 ft.)
CMB +36
CMD 46
Statistics
Str 42,
Dex 11,
Con -,
Int 3,
Wis 10,
Cha 7
Base Atk +16
Feats CleaveM, Great Cleave, Greater Vital Strike, Improved CriticalM (slam), Improved Vital Strike, Power AttackM, Toughness, Vital Strike
Skills Intimidate +9, Perception +8
Languages Common
SQ alternate form, mythic creation, mythic resilience
Special Abilities
Alternate Form (Ex) As a full-round action, a flesh colossus can break apart into four composite creatures. These composite creatures are identical to flesh golems (Pathfinder RPG Bestiary 160) but lack the golem's DR and the berserk and immunity to magic abilities. They gain DR 5/epic, electricity absorption, and selective antimagic aura (10 feet). Divide the colossus's current total hit points by 4 to determine how many hit points each composite creature has. Reverting into a single form requires all of the remaining composite creatures to be adjacent to each other and a full-round action. When this occurs, add up the remaining hit points to determine the colossus's total hit points.