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  The Colossal 
  Creatures Bestiary 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Jeff Gomez 
  Zenith Games 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  1	
  The Colossal Creatures Bestiary 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Credits 
   
  Author & Developer: Jeff Gomez 
   
  Additional Authors: Jason Owen Black, Matthew Carroll, Kim Frandsen,  
  Wojciech Gruchala, Scott Janke, Joshua Hennington, Matt Kimmel 
  Jacob W. Michaels, Nikolaï  Samarine, Joe Smith, Maria Smolina 
  Jeffrey Swank, Robert Thomson, Margherita Tramontano, 
   Jarryd Webber, Mike Welham, Landon Winkler 
   
  Publisher: Zenith Games 
   
  Cover Art: Dean Spencer 
   
  Additional Art: Earl Geier, David L. Johnson, Ian MacLean 
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the 
  Pathfinder Roleplaying Game Paizo Inc.. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not 
  guarantee compatibility, and does not endorse this product. 
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  2	
  Table of Contents 
   
  Introduction ................................................................. 3 
  Amgohran, CR 16 Magical Beast ................................ 4 
  Angel, Celestial, CR 25 Outsider ............................... 5 
  Apocalypse Man, CR 6 Humanoid ............................ 6 
  Arachnocthonus, CR 20 Magical Beast ...................... 7 
  Azure Worm, CR 7 Vermin ......................................... 8 
  Bearhemoth, CR 7 Animal ......................................... 9 
  Beehemoth, CR 8 Vermin ......................................... 10 
  Beetlehemoth, CR 7 Vermin .................................... 11 
  Boarhemoth, CR 7 Animal ....................................... 12 
  Braghummor, CR 21 Aberration ............................. 13 
  Camelhemoth, CR 4 Animal .................................... 15 
  Colossal Beheaded, CR 5 Undead .......................... 16 
  Crystalback, CR 18 Magical Beast ........................... 17 
  Dark Rover, CR 15 Construct ................................... 18 
  Demon, Colosogog, CR 25 Outsider ....................... 19 
  Dinosaur, Dreadnoughtus, CR 13 Animal ........... 20 
  Doomweb, CR 9 Undead .......................................... 21 
  Doomworm, CR 9 Magical Beast ............................. 22 
  Draconic Abomination, CR 6 Dragon ................... 23 
  Dracozilla, CR 25 Dragon ......................................... 24 
  Dragon Molt, CR 10 Construct ................................. 25 
  Dreamer’s Nightmare, CR 19 Outsider ................ 26 
  Duster, CR 8 Vermin ................................................. 27 
  Dypthera, CR 14 Vermin .......................................... 28 
  Dypthera, Larval Form, CR 19 Vermin ................ 29 
  Earthen Host, CR 15 Dragon ................................... 30 
  Etherworld Fisher, CR 10 Aberration ..................... 31 
  Ettihemoth, CR 9 Humanoid .................................... 32 
  Fenrin, CR 9 Animal .................................................. 33 
  Flytraphemoth, CR 12 Plant .................................... 34 
  Furnace Mother, CR 18 Construct .......................... 35 
  Grave Blob, CR 1 Undead ......................................... 36 
  Greeneater, CR 6 Ooze............................................. 37 
  Griffohemoth, CR 7 Magical Beast .......................... 38 
  Gughemoth, CR 14 Aberration ................................. 39 
  Gurrgg, CR 17 Ooze .................................................. 40 
  Harbinger of Time, CR 40 Ooze ............................ 41 
  Hippopotamuhemoth, CR 12 Animal .................... 43 
  Hokkamus, Patriarch of Waterfowl, CR 12 Animal . 44 
  Hungry Cloud, CR 6 Ooze ....................................... 45 
  Hydrahemoth (5-Headed), CR 6 Magical Beast ....... 46 
  Ironbark Tree, CR 7 Plant ....................................... 47 
  Jellyhemoth, CR 10 Vermin ...................................... 49 
  Jotnar, CR 8 Humanoid ............................................. 50 
  Kongimus Rex, CR 25 Animal ................................. 51 
  Lurker in the Depths, CR 13 Magical Beast ........... 52 
  Manolinaw, The Lake of Teeth, CR 12 Aberration .. 53 
  Manticorehemoth, CR 8 Magical Beast .................. 54 
  Megarex, CR 11 Animal ............................................ 55 
  Mindmother Aboleth, CR 10 Aberration ............... 56 
  Monkey Mob, CR 4 Animal ...................................... 57 
  Nannuraluk, CR 21 Animal ...................................... 58 
  Obsidian Gargoyle, CR 11 Monstrous Humanoid . 59 
  Ocean Elemental, CR 9 Outsider ............................ 60 
  Octohemoth, CR 11 Animal ..................................... 61 
  Owlbearhemoth, CR 7 Magical Beast ..................... 62 
  Owlhemoth, CR 7 Magical Beast .............................. 63 
  Pastorix, CR 2 Fey ..................................................... 64 
  Procyon, CR 10 Magical Beast ................................... 65 
  Puddinghemoth, CR 9 Ooze .................................... 66 
  Pyrelight, CR 11 Aberration ...................................... 67 
  Pyrrhan, The Living Conflagration, CR 23 Outsider 68 
  Rusted Colossus, CR 3 Construct ............................ 69 
  Ryujin, The Dragon God, CR 26 Dragon .............. 70 
  Scorpiohemoth, CR 10 Vermin ............................... 71 
  Sequoia Treant, CR 14 Plant ................................... 72 
  Shadowman, CR 5 Fey .............................................. 73 
  Shambling Mountain, CR 9 Plant .......................... 74 
  Sharkhemoth, CR 10 Animal ................................... 75 
  Sharknado, CR 18 Animal ........................................ 76 
  Shrine Ooze, CR 9 Ooze ........................................... 77 
  Stormghost Ship, CR 9 Undead .............................. 78 
  Stormswimmer, CR 10 Fey ..................................... 79 
  Swarm Titan, CR 18 Vermin .................................... 80 
  Titankarp, CR 22 Animal ......................................... 81 
  Torthen The Lightning Bird, CR 8 Magical Beast .... 82 
  Tribunal Wheel, CR 33 Outsider ............................. 83 
  Turtlehemoth, CR 10 Animal .................................. 85 
  Unicornicopia, CR 6 Magical Beast ......................... 86 
  Wyvernhemoth, CR 9 Dragon .................................. 87 
  Yetihemoth, CR 8 Monstrous Humanoid ................. 88 
  Yuggothian Shambler, CR 24 Plant ....................... 89 
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  3	
  Introduction 
   
  The best monsters are big: Godzilla, King Kong, Smaug, 
  Shelob, the T-Rex, Tarrasque, Cthulhu, and even the 
  Stay-Puft Marshmallow Man. These creatures are not just 
  bigger than the heroes they face. They dwarf the heroes 
  in scale and power. It is difficult to believe that anybody 
  could overcome such odds. And when the protagonist 
  does defeat his impossible foe, his success is the sweet 
  victory of an underdog. 
   
   The Colossal Bestiary contains the work of 18 authors 
  for over 80 creatures in total, all of them of the colossal 
  size. In it, you will find monsters of every type and every 
  CR from 1 to 26 (as well as CR 33 and CR 40 creatures 
  for those seeking the ultimate challenge). 
   
   Variety and ease of use are the focuses of this bestiary.  
  You’ll find straightforward creatures like the bearhemoth 
  and sharknado that you can easily plug into your 
  campaign. You’ll find nuanced monstrosities such as the 
  etherworld fisher and yuggothian shambler. You’ll find 
  pushovers like the graveblob and pastorix, as well as 
  megabosses such as the tribunal and harbinger of time. 
  You’ll find animals, constructs, dragons, swarms, 
  spellcasters, agents of order, brain eaters, kaiju, dimension 
  hoppers, living siege weapons, and really big raccoons. 
   
   Need a colossal creature for an epic battle? You’ll find 
  it within. 
   
  	
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  4	
  Amgohran 
   
  Massive jaws sprout two long tusks of ancient ivory on this giant 
  turtle-like biped. Armored plates form a shell across its back. 
  Amgohran                                                            CR 16 
  XP 76,800 
  CN Colossal magical beast 
  Init –2; Senses darkvision 60 ft., low-light vision; 
  Perception +16 
  DEFENSE 
  AC 33, touch 4, flat-footed 18 (–2 Dex, +33 natural, –8 
  size) 
  hp 214 (13d10+156) 
  Fort +21, Ref +3, Will +7 
  Defensive Abilities armored shell, collect energy; DR 
  10/silver; Immune fire, Resist electricity 10; SR 27 
  OFFENSE 
  Speed 30 ft., fly 60 ft. (good) 
  Melee 2 slams +21 (2d8+16 plus push), or bite +21 
  (4d6+32) 
  Space 30 ft.; Reach 15 ft. 
  Special Attacks breath weapon (60-ft. line, 10d6 fire 
  (DC 27 for half, usable every 1d4 rounds)), kaiju slam, 
  powerful bite 
  STATISTICS 
  Str 43, Dex 7, Con 32, Int 10, Wis 14, Cha 9 
  Base Atk +13; CMB +37 (+41 bull rush); CMD 45 
  Feats Awesome Blow, Cleave, Critical Focus, Hover, 
  Improved Bull Rush, Power Attack, Staggering Critical 
  Skills Climb +20, Fly +14, Perception +16, Swim +20; 
  Racial Modifiers +8 Fly 
  Languages Common (understand only, can’t speak) 
  ECOLOGY 
  Environment any warm 
  Organization solitary 
  Treasure incidental 
  SPECIAL ABILITIES 
  Armored Shell (Su) As a standard action, the 
  amgohran may pull its head and legs into its shell, 
  increasing its natural armor bonus by +10. While in its 
  armored shell, the amgohran shoots blue flames from the 
  shell’s openings to create a spinning jet and increasing 
  amgohran’s fly speed by 60 ft. While in its armored shell, 
  it loses one slam attack and its bite attack, but deals 3d6 
  fire damage to all within 15 ft. of it at the beginning of 
  each of its turns (DC 27 Reflex for half). Charging while 
  in armored shell deals slam damage plus 6d6 fire damage 
  to the target (DC 27 Reflex for half). The save DCs are 
  Constitution-based. The amgohran can end armored 
  shell as a swift action. 
  Collect Energy (Su) An amgohran harnesses electricity 
  damage prevented by its energy resistance. The 
  amgohran gains fast healing 5 for one hour after being 
  dealt any electricity damage in excess of its resistance. 
  Gather Mana (Su) As a full round action the amgohran 
  gathers mana from the life around it. Concentric circles of 
  energy collapse into the amgohran, powering the 
  creature. This mana is channeled into the creature’s next 
  breath weapon attack, increasing all variable numeric 
  effects by half and increasing the DC of the save by +2. If 
  not used, the mana dissipates harmlessly after one minute. 
  Kaiju Slam (Ex) Anytime an amgohran misses its target 
  with its slam attack, it may direct the blow into a man-
  made structure within reach instead, dealing its slam 
  attack damage. An amgohran may also target a structure 
  with the extra attack from Cleave, dealing damage as 
  normal. The amgohran’s slam bypasses all hardness when 
  attacking man-made structures, and may make critical 
  hits on objects. Any critical threat against structures 
  automatically confirms. 
  Powerful Bite (Ex) An amgohran’s bite applies twice its 
  Strength modifier to bite damage. 
   
  In many cultures amgohrans are the children of the 
  turtles that carry the earth on their backs. They have a 
  deep relation to nature and are its protectors. 
  Unfortunately for humanity, this often puts amgohrans 
  at odds with civilization. 
   Amgohrans do not make a lair, but rather sleep on the 
  deep ocean currents or ride air currents high above the 
  clouds. They sleep for centuries, only awakening when 
  other powers grow great enough to threaten nature. 
   Amgohrans seem to delight in crushing man-made 
  structures. Every swing and step leaves rubble from the 
  structures they encounter. They see nature as always 
  changing, ever-growing and constantly in flux. 
  Trampling and destroying buildings aids in this process. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  5	
  Angel, Celestial 
   
  This gigantic seven winged angel shines brighter than the sun itself, 
  seven gleaming eyes radiating holy light through slits in its ornate 
  armor. 
  Angel, Celestial                                                     CR 25 
  XP 1,638,400 
  NG Colossal outsider (angel, extraplanar, good) 
  Init +8; Senses darkvision 60 ft., low-light vision, detect 
  evil, detect snares and pits, true seeing; Perception +33 
  Aura blinding light (60 ft., DC 37), overwhelming 
  presence (120 ft., DC 28) protective aura  
  DEFENSE 
  AC 50, touch 7, flat-footed 45 (+4 Dex, +14 armor, +1 
  dodge, +29 natural, –8 size +4 deflection vs. evil) 
  hp 495 (22d10+374), regeneration 15 (evil artifacts, 
  effects, and spells) 
  Fort +31, Ref +13, Will +23; +4 vs. poison, 
  +4 resistance vs. evil 
  DR 15/epic and evil; Immune acid, cold, 
  petrification; Resist electricity 10, fire 10; SR 
  34 
  OFFENSE 
  Speed 50 ft., fly 150 ft. (good) 35 ft., fly 100 ft. 
  (perfect) in armor 
  Melee slam +35 (2d8+21), 7 wings +33 
  (2d8+10) 
  Ranged 7 holy beams +18 touch (4d8) 
  Space 30 ft.; Reach 30 ft. 
  Spell-Like Abilities (CL 20th) 
  Constant—detect evil, detect snares and pits, discern 
  lies (DC 27), true seeing 
  At Will—aid, animate objects, commune, continual flame, 
  dimensional anchor, greater dispel magic, holy smite (DC 27), 
  imprisonment (DC 32), invisibility (self only), lesser restoration, 
  remove curse, remove disease, remove fear, resist energy, summon 
  monster VII, speak with dead (DC 26), waves of fatigue 
  3/day—blade barrier (DC 29), earthquake (DC 31), heal, 
  mass charm monster (DC 31), permanency, resurrection, waves of 
  exhaustion 
  1/day—greater restoration, power word blind, power word kill, 
  power word stun, prismatic spray (DC 30), wish 
  Special Attacks pounce 
  STATISTICS 
  Str 52, Dex 18, Con 42, Int 23, Wis 27, Cha 25 
  Base Atk +22; CMB +43; CMD 58 
  Feats Cleave, Deadly Aim, Dodge, Improved Initiative, 
  Improved Sunder, Iron Will, Lightning Reflexes, 
  Mobility, Multiattack, Power Attack, Toughness 
  Skills Craft (any one) +31, Diplomacy +32, Fly +23, 
  Knowledge (history) +31, Knowledge (nature) +31, 
  Knowledge (planes) +31, Knowledge (religion) +31, 
  Perception +33, Sense Motive +33, Spellcraft +31, 
  Stealth +6, Survival +31 
  Languages Celestial, Draconic, Infernal; truespeech 
  ECOLOGY 
  Environment any good-aligned plane 
  Organization solitary or pair 
  Treasure double (+5 full plate) 
  SPECIAL ABILITIES 
  Blinding Light (Su) The celestial can radiate a 60-foot-
  radius aura of blinding light as a swift action. Creatures 
  within the affected area must succeed at a DC 37 
  Fortitude save or be permanently blinded. A creature that 
  successfully saves cannot be affected again by the 
  celestial’s blinding light aura for 24 hours. The save is 
  Constitution-based. 
  Holy Beams (Su) The celestial can emit a volley of 
  seven spear-like beams as a standard action. Make an 
  attack roll for each beam—all targets must be 
  within 30 feet of each other. The beams are 
  touch attacks have a range increment of 120 ft. 
  Each beam deals an additional 22 damage 
  against outsiders with the evil subtype, evil-
  aligned dragons, undead creatures, antipaladins, 
  and evil-aligned clerics. 
  Overwhelming Presence (Ex) Celestials are 
  overwhelming in their size and majesty. When 
  evil and neutral creatures first see the celestial 
  from a range of 120 ft. or closer, they must make 
  a DC 28 Will save or cower for 1d4 rounds and 
  then become shaken for 2d4 rounds. On a 
  success, they are simply shaken for 1d4 rounds. 
  When good creatures first see the celestial from a 
  range of 120 ft. or closer, they must make a DC 
  28 Will save or become fascinated for 1d4 rounds. 
  Whether or not an opponent succeeds, the opponent is 
  immune to that same creature’s frightful presence for 24 
  hours. Overwhelming Presence is a mind-affecting fear 
  effect. The save DC is Charisma-based. 
   
  Brutal cousins of the solar, celestials are as much war 
  machine as angel. With their immense size and 
  incredible strength, celestials are wielded as the final 
  weapon in the war against evil. Despite their physical 
  power, foes should not underestimate celestials’ 
  intelligence and magical prowess. 
   Seven winged humanoids clad in white armor, 
  celestials shine with unbearably pure light. Underneath 
  the circling halos, a winged helmet reveals seven eye slits 
  which radiate holy wrath and eternal judgment. 
  Celestials need no weapon: they wade through planar 
  battlefields, felling demons with powerful strikes and 
  flurries of armored wings. 
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  6	
  Apocalypse Man 
   
  Arcane energies swirl into the monstrously distorted giant. His visage 
  is taut with animalistic hunger. 
  Apocalypse Man                                                    CR 6 
  XP 2,400 
  CN Colossal Humanoid (giant) 
  Init +4; Senses Perception +10 
  DEFENSE 
  AC 17, touch 7, flat-footed 12 (+1 dodge, +4 Dex, +10 
  natural, –8 size) 
  hp 76 (9d8+36) 
  Fort +7, Ref +7, Will +7; +3 vs. polymorph spells and 
  effects 
  Defensive Abilities magic absorption; DR 5/non-
  magical; SR 17 
  OFFENSE 
  Speed 30 ft. 
  Melee unarmed strike +8/+3 (2d6+11) 
  Ranged arcane bullet +3 touch (5d6) 
  Special Attacks death throes 
  STATISTICS 
  Str 29, Dex 19, Con 19, Int 8, Wis 12, Cha 9 
  Base Atk +6; CMB +23; CMD 38 
  Feats Boar Style, Combat Reflexes, Deflect Arrows, 
  Improved Unarmed Strike, Weapon Focus (unarmed 
  strike) 
  Skills Perception +10, Survival +13 
  Languages Common 
  SQ arcane battery 
  ECOLOGY 
  Environment any land 
  Organization solitary 
  Treasure standard 
  SPECIAL ABILITIES 
  Arcane Battery (Su) The apocalypse man’s body 
  radiates raw magical power. Its unarmed strikes deal +2 
  damage as if a +2 enchanted weapon, and are treated as 
  magic for the purposes of overcoming damage reduction 
  and other effects. 
  Arcane Bullet (Su) An apocalypse man can fire eldritch 
  energy from an outstretched finger as a standard action 
  by shaping part of his stored magical reservoirs into a 
  tightly compressed bullet. This is a ranged touch attack 
  which deals 5d6 damage. 
  Death Throes (Su) When an apocalypse man dies, its 
  remaining arcane energy explodes in a 30-ft. radius 
  dealing 5d6 points of force damage. A successful Reflex 
  save (DC 15) halves this damage. The save DC is 
  Wisdom-based. 
  Magic Absorption (Su) An apocalypse man feeds on 
  spell power; anytime a spell targeting the apocalypse man 
  fails to overcome his spell resistance it gains the effects of 
  the spell haste for a number of rounds equal to the effective 
  spell level. 
   
  These corrupted abominations are the results of failed 
  experiments designed to test the limits of transmutation 
  magic on the humanoid form. While the magic 
  expanded the subject's body, the creature quickly grew 
  unstable without the aid of further magics. Apocalypse 
  men now wander the countryside, consuming the raw 
  power of ley-lines and other sources of magical energy. 
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  7	
  Arachnocthonus 
   
  Cracks in the stony carapace of this massive arachnid monstrosity 
  reveal fiery magma underneath. 
  Arachnocthonus                                                   CR 20 
  XP 307,200 
  CN Colossal Magical Beast (earth, fire, kaiju) 
  Init +10; Senses darkvision 600 ft., low-light vision, 
  tremorsense 600 ft.; Perception +40 
  Aura shaking earth (600 ft.) 
  DEFENSE 
  AC 36, touch 8, flat-footed 30 (+6 Dex, +28 natural, –8 
  size) 
  hp 372 (24d10+240); fast healing 30 
  Fort +24, Ref +22, Will +17 
  Defensive Abilities ferocity, recovery; DR 20/epic; 
  Immune ability damage, ability drain, death effects, 
  disease, energy drain, fear, fire; Resist acid 30, electricity 
  30, negative energy 30, sonic 30 
  Weakness vulnerability to cold 
  OFFENSE 
  Speed 100 ft. 
  Melee bite +31 (4d6+15), 4 claws +31 (2d8+15, 19–
  20/x2) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks penetrating claws, scorched trail, 
  tectonic pounce 
  STATISTICS 
  Str 40, Dex 22, Con 30, Int 3, Wis 25, Cha 21 
  Base Atk +24; CMB +47; CMD 63 (75 vs. trip) 
  Feats Combat Reflexes, Critical Focus, Greater Vital 
  Strike, Improved Critical (claw), Improved Initiative, 
  Improved Vital Strike, Iron Will, Lightning Reflexes, Skill 
  Focus (Perception), Staggering Critical, Stunning Critical, 
  Vital Strike 
  Skills Perception +40, Stealth –10 (+30 when pretending 
  to be a stony hill); Racial Modifiers +40 Stealth when 
  pretending to be a stony hill 
  Languages Ignan, Terran (can’t speak) 
  SQ massive, no breath 
  ECOLOGY 
  Environment any mountains 
  Organization solitary 
  Treasure incidental  
  SPECIAL ABILITIES 
  Penetrating Claws (Ex) The arachnocthonus’ claws 
  are treated as magic and adamantine for purpose of 
  penetrating damage reduction and hardness. 
  Scorched Trail (Su) The arachnocthonus leaves a trail 
  of cooling lava wherever it goes, turning any land which 
  it moves over into a difficult terrain. Any creature that 
  enters the trail or starts its turn within the trail suffers 4d6 
  points of fire damage. Objects and structures within the 
  trail suffer 4d6 points of fire damage per round (not halved 
  as is typical for objects). Scorched trail sections cool down 
  and no longer inflict damage when the arachnocthonus 
  moves more than 600 feet away. 
  Shaking Earth (Ex) The arachnocthonus’ slightest 
  movement causes immense tremors. All the creatures 
  within 600 ft. suffer –10 penalty to Dexterity and Strength 
  based checks. All brittle unattended objects, structures, 
  and crystalline creatures suffer 2d6 points of damage per 
  round. As a full round action, the arachnocthonus can 
  suppress this aura until the start of his next turn. The aura 
  is also suspended when the arachnocthonus is 
  unconscious, paralyzed, or otherwise unable to take 
  actions. 
  Tectonic Pounce (Su) As a full-round action, the 
  arachnocthonus can make a devastating leap, landing 
  anywhere between 100 and 200 feet away with a great 
  force. Everyone within the landing arachnocthonus’ space 
  and reach suffers the arachnocthonus claw damage and is 
  knocked prone. A creature who makes a successful Reflex 
  saving throw (DC 32) takes half damage and is not 
  knocked prone. For one round after making a tectonic 
  pounce, arachnocthonus is unable to make attacks of 
  opportunity, has speed of 0 ft., and can’t make another 
  tectonic pounce. The saving throw DC is Constitution-
  based. 
   
  Most of the time, the arachnocthonus dwells in dormant 
  volcanoes which still hold hot magma, but are calm and 
  non-volatile. It can be roused from its slumber when the 
  volcano, especially if the volcano is magically altered. It 
  will also become active when a nearby earthquake 
  shatters the volcano or the volcano goes completely 
  cold, severed from the heat coming from the depths of 
  the earth. The awakened arachnocthonus goes on a 
  long, devastating trek, searching for a new suitable 
  volcano. On its way, it instinctively seeks out tectonic 
  faults, ruptures in the earth’s crust, and lines of telluric 
  powers but it can be foiled by deep mines, large scale 
  foundries, and similar industrial sites that produce a lot 
  of heat, deafening noise and vibrations. 
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  8	
  Azure Worm 
   
  This titanic caterpillar is covered in a thicket of spear-like spikes, 
  almost concealing the vibrant blue flesh beneath. 
  Azure Worm                                                          CR 7 
  XP 3,200 
  N Colossal vermin 
  Init +0; Senses darkvision 60 ft.; Perception +1 
  DEFENSE 
  AC 20, touch 2, flat-footed 20 (+18 natural, –8 size) 
  hp 88 (7d8+56) 
  Fort +13, Ref +2, Will +3 
  Immune mind-affecting effects 
  OFFENSE 
  Speed 20 ft., climb 20 ft. 
  Melee bite +11 (4d6+14) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks pull (web, 20 feet), spines, spine trail, 
  web (+5 ranged, DC 21, 7 hp), web thrower 
  STATISTICS 
  Str 39, Dex 11, Con 27, Int —, Wis 12, Cha 2 
  Base Atk +5; CMB +27; CMD 37 (can’t be tripped) 
  Skills Climb +22, Perception +1 (+5 in webs); Racial 
  Modifiers +8 Climb 
  ECOLOGY 
  Environment any forest or jungle 
  Organization solitary, nest (2-5), or army (6-24) 
  Treasure incidental 
  SPECIAL ABILITIES 
  Spines (Ex) An azure worm’s body is covered in narrow 
  spikes which break off when the worm is attacked. A 
  creature within 15 ft. of the worm who hits the azure 
  worm with a melee attack is stuck with a number of spikes 
  depending on the creature’s size (none for Small or 
  smaller, 1 for Medium, 2 for Large, and 4 for Huge or 
  larger). Each spine deals 1d6 damage. The attacker can 
  attempt a DC 21 Acrobatics check to count as one size 
  smaller for this purpose. The DC is Constitution-based. 
  Spine Trail (Ex) Azure worms can shed smaller spines 
  to discourage pursuers, shaking their body as part of a run 
  action. Any square the azure worm moved through as 
  part of that run is filled with spines, as though it were 
  covered in caltrops, except that the spines deal 1d4 
  damage. 
  Web Thrower (Ex) When an azure worm throws web, 
  it has a maximum range of 200 feet and a range increment 
  of 20 feet. Each round the worm can use its pull special 
  attack against all creatures caught in its thrown webs. 
   
  Azure worms are massive caterpillars that leave great 
  swathes of toppled or leafless trees in their wake. Amid 
  the devastation, they build nests from dense tangles of 
  webbing and dead trees. In the lushest jungles, these 
  nests can extend for miles and house dozens of azure 
  worms. 
   These large nests are a common feature of jungle 
  islands home to more dangerous kaiju. An azure worm 
  depends on its spines to dissuade attacks from those 
  kaiju, but will disable smaller threats with its jaws or 
  thrown lines of webbing. 
   Outside kaiju-haunted forests, mite tribes and circles 
  of blight druids will sometimes raise azure worms for 
  war, silk, or both. Even the best azure worm silk is 
  coarse, but well-tended worms make up for it with 
  quantity. 
   The adult form of azure worms are massive moths 
  with no means of natural defense and no purpose in life 
  other than laying azure worm eggs. 
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  9	
  Bearhemoth 
   
  This colossal ursine moves awkwardly despite bulging muscles. Its 
  black hair is matted in huge clumps by grease and dirt. 
  Bearhemoth                                                           CR 7 
  XP 3,200 
  N Colossal animal  
  Init +0; Senses low-light vision, scent; Perception +6 
  DEFENSE 
  AC 20, touch 2, flat-footed 20 (+18 natural, –8 size) 
  hp 72 (5d8+50)  
  Fort +14, Ref +4, Will +2 
  Defensive Abilities matted fur; DR 5/piercing 
  OFFENSE 
  Speed 60 ft.  
  Melee bite +12 (2d8+8), 2 claws +12 (2d8+8 plus grab) 
  Space 30 ft.; Reach 30 ft. 
  STATISTICS 
  Str 45, Dex 11, Con 31, Int 2, Wis 12, Cha 6 
  Base Atk +3; CMB +28 (+32 grapple); CMD 38 (42 vs. 
  trip) 
  Feats Endurance, Run, Skill Focus (Survival) 
  Skills Perception +6, Survival +5, Swim +20; Racial 
  Modifiers +4 Swim 
  SQ overgrown 
  ECOLOGY 
  Environment cold forests 
  Organization solitary or pair 
  Treasure none 
  SPECIAL ABILITIES 
  Matted Fur (Ex) The bearhemoth is coated in dense, 
  greasy, impossibly coarse fur that grants it DR 5/piercing. 
  However, if it is lit on fire (through burn or a similar 
  ability), the fur and DR are removed until the bearhemoth 
  is returned to maximum hit points. 
  Overgrown (Ex) The bearhemoth is so large that it is 
  unable to effectively use its massive muscles. It only adds 
  half its strength bonus to attack rolls with its claw and bite 
  attacks. 
   
  Bearhemoths roam boreal forests in an unending search 
  for food. It is difficult to find enough sustenance to 
  maintain their massive bulk, so the overgrown bears 
  roam for hundreds of miles and eat nearly anything they 
  can stomach. During the search, a bearhemoth’s fur 
  becomes incredibly dirty and matted by its body’s 
  grease. 
   Bearhemoths are protective of their young, but have 
  no qualms about eating other bearhemoths. Indeed, it 
  is sometimes the only thing with enough meat to get the 
  creature through the winter. 
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  10	
  Beehemoth 
   
  Swarms of bees crawl through the yellow and black fur of this 
  immense bee, and sweet ooze drips from honeycomb embedded in its 
  skin. 
  Beehemoth                                                             CR 8 
  XP 4800 
  N Colossal vermin  
  Init -1; Senses darkvision 60 ft.; Perception +1 
  Aura aura of bees (1d4 plus 1d4 nonlethal, 5 ft.), buzzing 
  (30 ft.) 
  DEFENSE 
  AC 21, touch 1, flat-footed 22 (+20 natural, –8 size, –1 
  Dex) 
  hp 101 (7d8+70)  
  Fort +15, Ref +1, Will +3;  
  Immune mind affecting effects 
  Weaknesses vulnerable to smoke 
  OFFENSE 
  Speed 20 ft., fly 60 ft. (good)  
  Melee sting +13 (4d6+18 plus poison) 
  Space 30 ft.; Reach 25 ft. 
  STATISTICS 
  Str 43, Dex 9, Con 30, Int —, Wis 12, Cha 13;  
  Base Atk +5; CMB +29; CMD 38 (46 vs. trip) 
  Skills Fly –7 
  SQ honey-coated 
  ECOLOGY 
  Environment temperate or warm plains 
  Organization solitary) 
  Treasure incidental (royal jelly) 
  SPECIAL ABILITIES 
  Aura of Bees (Ex) A beehemoth is surrounded by an 
  ever swarming aura of bees. All creatures within 10 feet 
  take 1d4 piercing damage and 1d4 nonlethal damage of 
  at the beginning of the beehemoth’s turn. 
  Buzzing (Ex) A beehemoth emits an overwhelming 
  buzzing noise. All creatures within 5 feet at the beginning 
  of the beehemoth’s turn must make a DC 23 Fortitude 
  save or become deafened until they leave the aura, plus 
  1d4 rounds. 
  Poison (Ex) Sting-injury; save Fort DC 23; frequency 
  1/round for 4 rounds; effect 1d2 Con; cure 2 consecutive 
  saves. 
  Honey-Coated (Ex) A beehemoth is coated in a thick 
  layer of honey, which it uses to feed its colony. A weapon 
  that strikes a beehemoth is stuck fast unless the wielder 
  succeeds on a DC 19 Reflex save. A successful DC 19 
  Strength check is needed to pry off a stuck weapon. 
  Universal solvent or copious amounts of water (at the 
  GM’s discretion) dissolves the honey, which reforms after 
  1d4 days. The save DC is Constitution-based, and 
  includes a –4 racial penalty. 
  Vulnerable to Smoke (Ex) Smoke from particularly 
  smoky fires or effects (such as that created by a 
  pyrotechnics spell) causes a beehemoth to become 
  nauseated if it fails a DC 24 Fortitude save. This condition 
  persists as long as the beehemoth remains in the smoke, 
  plus 1d4 rounds. Regardless of whether or not it made its 
  save, as long as a beehemoth remains in the smoke, its 
  aura of bees deals no damage. 
   
  The beehemoth is a mobile beehive of epic proportions. 
  In addition to a queen, some beehives produce a 
  beehemoth. This creature grows at staggering speed, 
  reaching his full size of 30 feet from end to end in about 
  18 months. Once the beehemoth grows larger than the 
  hive, the entire colony migrates onto the beehemoth 
  itself.  
   The beehemoth secretes yellow honey from its pores, 
  coating its fur and providing sustenance for the swarm. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  11	
  Beetlehemoth 
   
  This carapace of this massive, twitching beetle refracts the light in 
  hypnotizing rainbows of color. 
  Beetlehemoth                                                         CR 7 
  XP 3200 
  N Colossal vermin  
  Init –1; Senses darkvision 60 ft.; Perception +0 
  DEFENSE 
  AC 21, touch 1, flat-footed 22 (–1 Dex, +20 natural, –8 
  size) 
  hp 87 (7d8+56)  
  Fort +13, Ref +1, Will +2 
  Immune mind-affecting effects 
  OFFENSE 
  Speed 40 ft., fly 40 ft. (poor)  
  Melee bite +11 (4d6+22) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks trample (1d6+6, DC 23) 
  STATISTICS 
  Str 40, Dex 8, Con 27, Int —, Wis 10, Cha 9 
  Base Atk +5; CMB +27; CMD 36 (42 vs. trip) 
  Skills Fly –15 
  SQ iridescent carapace 
  ECOLOGY 
  Environment temperate forests 
  Organization solitary, pair, or cluster (3-6) 
  Treasure none 
  SPECIAL ABILITIES 
  Iridescent Carapace (Ex) The beetlehemoth’s 
  carapace deflects cones, lines, rays, and magic missile 
  spells, rendering the beetlehemoth immune to such 
  effects. When the beetlehemoth deflects one of these 
  attacks, its carapace shimmers in mesmerizing patterns. 
  All creatures within 60 feet of the beetlehemoth must 
  make a Will save (DC 21) or become fascinated for one 
  round. The save DC is Constitution-based. 
  There is a 30% chance a deflected effect reflects back in 
  full force at the caster; otherwise it is simply negated.  
   
  Beetlehemoths are beetles made immense by arcane 
  tampering or accidents. They hunt a variety of animals, 
  but just as easily consume long dead carrion through 
  their armor proboscises. Beetlehemoths are clad in a 
  fantastic iridescent exoskeleton which protects them 
  from various magical attacks. In response to such spells, 
  the carapace shimmers and refracts into mind-bending 
  patterns. 
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  12	
  Boarhemoth 
   
  This immense boar sports tusks more than 15 feet long, and nostrils 
  that could inhale a man whole. 
  Boarhemoth                                                           CR 7 
  XP 2,400 
  N Colossal animal  
  Init –1; Senses low-light vision, scent; Perception +12 
  DEFENSE 
  AC 19, touch 1, flat-footed 19 (+18 natural, –8 size, –1 
  Dex) 
  hp 72 (5d8+50)  
  Fort +13, Ref +3, Will +2 
  Defensive Abilities ferocity 
  OFFENSE 
  Speed 40 ft.  
  Melee gore +8 (2d6+19) 
  Space 30 ft.; Reach 25 ft. 
  Special Attacks charging trample (2d6+19, DC 19), 
  powerful charge (gore, 2d6 bleed damage) 
  STATISTICS 
  Str 37, Dex 8, Con 29, Int 2, Wis 13, Cha 8 
  Base Atk +3; CMB +24; CMD 34 (38 vs. trip) 
  Feats Impaling Charge, Skill Focus (Perception), 
  Toughness 
  Skills Perception +12 
  ECOLOGY 
  Environment temperate or tropical forests 
  Organization solitary, pair, or herd (3-8) 
  Treasure none 
  SPECIAL ABILITIES 
  Charging Trample (Ex) This works just like the 
  trample monster ability, except that the boarhemoth may 
  trample any creatures it moves over while making a 
  charge. 
   
  Boarhemoths are dumb, savage creatures, easily 
  angered and with little patience for humans. They favor 
  charging their foes, tearing them to bloody shreds, 
  impaling them on their tree-sized tusks, or simply 
  trampling them underfoot. Boarhemoths are plodding, 
  unstoppable beasts. Though primarily herbivores, they 
  take some level of pleasure in grinding smaller animals 
  to a pulp, and even roll around in the mush afterwards. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  13	
  Braghummor 
   
  This gray-green abomination emits a high-pitched wail, and 
  loathsome tentacles radiating from every inch of its structure. 
  Braghummor                                                       CR 21 
  XP 409,600 XP 
  CE Colossal aberration 
  Init +2; Senses blindsense 120 ft., thoughtsense 120 ft.; 
  Perception +49 
  Aura enthralling scream (1 mile, DC 33), tentacled mass 
  (30 ft., DC 25), unnatural aura (50 ft., DC 33) 
  DEFENSE 
  AC 38, touch 0, flat-footed 38 (–2 Dex, +38 natural, –8 
  size) 
  hp 425 (34d8+272); fast healing 10 
  Fort +20, Ref +11, Will +25 
  Defensive Abilities psyche empowerment; DR 
  20/magic; Immune confusion and madness effects, 
  mental ability score damage and drain; SR 32; 
  Weaknesses mental overload 
  OFFENSE 
  Speed 5 ft. 
  Melee 6 tentacles +28 (2d8+10 plus grab) 
  Space 30 ft.; Reach 50 ft. 
  Special Attacks constrict (2d8+10 plus 2d6 Int/Cha 
  drain, as per tentacled mass), grab (tentacles), psyche 
  erosion 
  Spell-Like Abilities (CL 18th; concentration +24) 
  Constant—detect thoughts (DC 20), true seeing 
  At will—feeblemind (DC 21), greater dispel magic, heroism 
  (thralls only), hold monster (DC 21), instigate psychic duel 
  (DC 20), mindwipe (DC 20) 
  3/day—quickened feeblemind (DC 21), bouncing hold 
  monster (DC 21), reach mindwipe (DC 20) 
  1/day—dominate monster (DC 25) 
  1/week—commune, contact entity IV (neh-thalggu only) 
  STATISTICS 
  Str 30, Dex 7, Con 25, Int 28, Wis 19, Cha 22 
  Base Atk +25; CMB +43 (+51 grapple); CMD 51 
  Feats Ability Focus (detect thoughts, instigate psychic duel), 
  Alter Binary Mindscape, Bouncing Spell-Like Ability (hold 
  monster), Great Fortitude, Greater GrappleB, Improved 
  GrappleB, 
  Improved 
  Great 
  Fortitude, 
  Improved 
  Initiative, Improved Iron Will, Improved Lightning 
  Reflexes, Iron Will, Lightning Reflexes, Quicken Spell-
  Like Ability (feeblemind), Psychic Sensitivity, Psychic 
  Virtuoso, Reach Spell-Like Ability (mindwipe), Toughness, 
  Weapon Focus (tentacle) 
  Skills Knowledge (arcana, dungeoneering, engineering, 
  local, nature, planes, religion) +46, Perception +49, Sense 
  Motive +41, Spellcraft +46, Use Magic Device +43; 
  Racial Modifiers +8 Perception  
  Languages Abyssal, Aklo, Common, Draconic, Protean, 
  Undercommon; telepathy (1 mile and with all thralls at 
  any range) 
  SQ psyche empowerment, starflight 
  ECOLOGY 
  Environment any urban 
  Organization solitary/concordance (1 Braghummor 
  plus 20d12 humanoid thralls of varying level) 
  Treasure none (NPC gear of thralls) 
  SPECIAL ABILITIES 
  Enthralling Scream (Ex) The Braghummor emits a 
  high-pitched wail that entrances weaker minds within a 
  mile of its location. Any humanoid who begins his turn 
  within this range must make a successful DC 33 Will 
  saving throw, or immediately become fascinated by the 
  noise. Fascinated creatures make their way to the location 
  of the Braghummor, traveling at half their movement 
  speed. Intelligence and Charisma damage caused by 
  tentacled drain do not provide another saving throw, and 
  the fascinated creatures count as willing targets for the 
  purpose of all the Braghummor’s abilities that require a 
  saving throw. Creatures who succeed on their saving 
  throw are immune to this effect for 24 hours. This is a 
  mind-affecting enchantment (compulsion) effect, and the 
  save is Charisma-based. 
  Mental Overload (Ex) If the Braghummor fails a 
  saving throw against a mind–affecting effect not 
  originating from itself or any of its thralls, it and its 
  collection thralls go momentarily comatose. All of the 
  Braghummor’s thralls become stunned for a number of 
  rounds equal to the effective spell level of the effect (or ½ 
  the creature’s HD if the effect is supernatural), and the 
  Braghummor’s fast healing is disabled for an equal 
  number of rounds. 
  Psyche Empowerment (Ex) The Braghummor gains 
  mental fortitude from its collection of minds. For every 
  1,000 thralls it creates, each of its mental ability scores 
  receive a +1 alchemical bonus, up to a maximum of +10 
  per ability score. For every 10,000 thralls it creates, its fast 
  healing is increased by 2. For every 100,000 thralls it 
  creates, it can create a copy of itself that is treated as if it 
  had no thralls; it then launches this duplicate into space, 
  for it to subjugate another world. 
  Psyche Erosion (Ex) If a creature is reduced to 0 
  Intelligence and 0 Charisma by the Braghummor’s 
  tentacled drain, its mind is completely consumed by the 
  Braghummor, and it becomes its thrall. All damage, 
  drain, and temporary reductions to its mental ability 
  scores are immediately removed (whether it originated 
  from the Braghummor or not), and it unswervingly 
  follows the Braghummor’s telepathic commands. The 
  thrall retains all abilities it had before it became a thrall, 
  including spellcasting (divine spellcasters whose powers 
  originate from a deity, however, may find that their 
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  14	
  abilities vanish). Thralls usually are commanded to defend 
  the Braghummor, or acquire new humanoid minds. 
  Additionally, the thrall can telepathically communicate 
  with the Braghummor and any of other thralls at any 
  distance, even across planes. Finally, thralls gain 
  immunity to mind-affecting effects not originating from 
  the Braghummor, as well as immunity to any damage, 
  drain or reduction to their mental ability scores. Only a 
  wish or miracle spell can revert a thrall back to its original 
  form, and even then, the spells can only recover one 
  humanoid at a time. If the Braghummor is destroyed, all 
  of its thralls instantly die. 
  Starflight (Ex) The Braghummor can survive in the 
  void of outer space. It flies through space at incredible 
  speeds. Although exact travel times vary, a trip within a 
  single solar system normally takes 3d20 months, while a 
  trip beyond normally takes 3d20 years (or more, at the 
  GM’s discretion)–provided the Braghummor knows the 
  way to its destination. 
  Strange Knowledge (Ex) All Knowledge skills are class 
  skills for the Braghummor. 
  Tentacled Mass (Ex) The Braghummor is surrounded 
  by a mass of squirming tentacles which seek out mental 
  energy. At the start of the Braghummor’s turn, each 
  humanoid within 30 feet must make a Reflex save (DC 25) 
  or suffer 1d4 points of Intelligence and Charisma drain. 
  Fascinated creatures automatically fail this save. The 
  tentacles also transform the area into difficult terrain for 
  all creatures except for the Braghummor’s thralls. The 
  save DC is Dexterity-based. 
   
  The stars beyond hold horrors beyond mortal 
  comprehension. Some scholars of alien civilizations are 
  familiar with the grotesque neh-thalggu, who devour 
  brains and use them in their vile rituals, as well as to 
  power their spellcasting. However, these abominations 
  are but scouts to a world. Their evolved form (if one can 
  even deem the process evolution) is a creature so 
  massive and so mindbending, that few survive the 
  apotheosis. It is known as the Braghummor. 
   Braghummors careen through space, and land on 
  humanoid-infested planets – the more densely 
  populated, the better. As soon as the crater from the 
  enormous impact is felt, before the populace has a 
  chance to react, it begins its eerie wail, luring them to its 
  location so it can turn them into slaves awaiting the 
  harvest. Even worse, it can send for more of its lesser 
  brethren to run rampant on the world. The robbing of 
  minds can spawn a new ungodly Braghummor, which 
  continues the never-ending cycle. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  15	
  Camelhemoth 
   
  This enormous camel is coated with thick, wiry fur, and sports a 
  mouth full of misshapen flat teeth.  
  Camelhemoth                                                        CR 4 
  XP 1,200 
  N Colossal animal  
  Init +2; Senses low-light vision, scent; Perception +5 
  DEFENSE 
  AC 17, touch 4, flat-footed 15 (+2 Dex, +13 natural, –8 
  size) 
  hp 35 (2d8+26)  
  Fort +16, Ref +5, Will +0  
  OFFENSE 
  Speed 50 ft.  
  Melee bite +4 (4d6+5) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks spit +3 touch (2d6 acid) 
  STATISTICS 
  Str 32, Dex 14, Con 36, Int 2, Wis 11, Cha 4;  
  Base Atk +1; CMB +20; CMD 32 (36 vs. trip) 
  Feats Endurance 
  Skills Perception +5 
  ECOLOGY 
  Environment warm deserts 
  Organization solitary, or herd (4-20) 
  Treasure none 
  SPECIAL ABILITIES 
  Spit (Ex) Once per hour, a camelhemoth can regurgitate 
  the contents of its stomach, spitting the foul material up to 
  100 ft. away. This is a ranged touch attack. The target and 
  all creatures within 10 feet of the target must make a DC 
  19 Fortitude save or be sickened for 1d4 rounds. The save 
  DC is Constitution-based. 
  Weak Jaw (Ex) A camelhemoth adds half its Strength 
  modifier to its bite attack instead of 1-1/2 his Strength. 
   
  Despite their enormous size, camelhemoths are often 
  captured and trained as pack animals by desert-dwelling 
  giants or humanoid nomads. These giant camels 
  provide not only an expansive carrying space, but also 
  mobile water storage. Many camelhemoth owners drill 
  tubes into the beast’s water humps and drink the foul 
  but potable liquid directly. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  16	
  Colossal Beheaded 
   
  A severed head the size of an elephant scans the environment with 
  dead eyes. The smell of rotting meat wafts from its decrepit flesh.  
  Colossal Beheaded                                                 CR 5 
  XP 1,600 
  NE Colossal undead 
  Init –1 Senses darkvision 60 ft.; Perception –1 
  DEFENSE 
  AC 14 touch 1, flat-footed 14 (–1 Dex, +13 natural, –8 
  size)  
  hp 60 (8d8+24) 
  Fort +5, Ref +1, Will +5 
  Defensive Abilities undead traits  
  OFFENSE 
  Speed fly 30 ft. (clumsy) 
  Melee slam +8 (4d6+10) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks bad breath (DC 17) 
  STATISTICS 
  Str 30, Dex 8, Con —, Int —, Wis 9, Cha 17 
  Base Atk +6; CMB +24; CMD 33 (can’t be tripped) 
  Skills –17 Fly 
  ECOLOGY 
  Environment any 
  Organization solitary, pair, or pod (3-9) 
  Treasure incidental 
  SPECIAL ABILITIES 
  Bad Breath (Ex) As a standard action a colossal 
  beheaded can emit a torrent of foul breath. All creatures 
  in a 60 foot cone must make a Fortitude save or become 
  nauseated for 1 round and then sickened for 1d4 rounds. 
  This save is Charisma-based. 
   
  A colossal beheaded is the severed head of a humanoid 
  of unthinkable proportions, brought to life by 
  necromancy or other dark arts. Their origins are varied, 
  from ancient titans to cruel experiments gone wrong. 
  Like many undead, colossal beheaded are often bound 
  to a dark sorcerer, and take on his tasks with dead eyes 
  the size of a man.  
   Though ponderous and clumsy, colossal beheaded 
  are dangerous by their sheer mass. Composed of 100 
  tons of rotting flesh, their scent is overwhelming to all 
  but the most iron gutted heroes.  
   
  Variants 
  Colossal beheaded can be created with any of the 
  following special abilities. For every two abilities the 
  beheaded possesses, increase the beheaded's CR by +1. 
   
  Belching (Su) The beheaded can make a ranged touch 
  attack with a maximum range of 30 feet that deals 4d6 
  points of energy damage (acid, cold, electricity, or fire, 
  chosen at the time of creation). 
   
  Flaming (Su) The beheaded gains fire immunity and a 
  +2 bonus to Charisma. Its slam attack also deals 2d6 
  points of fire damage and might catch the target on fire. 
   
  Grabbing (Ex) The beheaded has long tendrils of 
  ragged hair or other limblike growths (such as a medusa's 
  snake hair). Its slam attack gains the grab special ability. 
   
  Screaming (Su) The beheaded can scream out once 
  every 1d4 rounds as a standard action. Every creature 
  within 30 feet must succeed at a Will save or be shaken for 
  1d4 rounds. This is a sonic mind-affecting fear effect. 
  Whether or not the save is successful, any creature in the 
  area can't be affected by that beheaded's scream for the 
  next 24 hours. The save DC is Charisma-based. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  17	
  Crystalback 
   
  Prismatic sparkling crystals jut out from a titanic, earthen, bipedal 
  shape. Its enormous, club-like fists rival the largest of tree trunks.  
  Crystalback                                                          CR 18 
  XP 153,600 
  CN Colossal magical beast (earth) 
  Init +10; Senses darkvision 600, low-light vision, arcane 
  sight; Perception +34 
  Aura dazzling aura (100 ft., DC 22) 
  DEFENSE 
  AC 34, touch 8, flat-footed 28 (+6 Dex, +26 natural, –8 
  size) 
  hp 337 (25d10+200); fast healing 10 
  Fort +22, Ref +20, Will +19  
  Defensive Abilities ferocity; Immune acid; Resist 
  cold 20, fire 20; SR 29 
  OFFENSE 
  Speed 250 ft., burrow 250 ft. 
  Melee 2 slams +28 (4d8+11/19-20), gore +23 
  (4d6+5/19-20) 
  Ranged 6 crystal burst +23 (4d6 sonic) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks crystal burst, ferocity, resonance 
  overload 
  STATISTICS 
  Str 32, Dex 22, Con 26, Int 4, Wis 28, Cha 10 
  Base Atk +25; CMB +49; CMD 65 
  Feats Cleave, Combat Reflexes, Devastating Strike, 
  Great Cleave, Greater Vital Strike, Improved Critical 
  (slam), Improved Critical (Gore), Improved Initiative, 
  Improved Vital Strike, Iron Will, Power Attack, Standstill, 
  Vital Strike 
  Skills Perception +34 
  Languages Terran (can’t speak) 
  ECOLOGY 
  Environment temperate mountains 
  Organization solitary 
  Treasure incidental 
  SPECIAL ABILITIES 
  Crystal Burst (Su) As a standard action, a crystalback 
  can cause its crystals to emit six bursts of devastating 
  sound at nearby targets. These bursts are ranged touch 
  attacks with a range of 200 feet. A crystalback may target 
  up to 6 creatures, but only one burst may target a given 
  creature. Creatures hit by a burst take 4d6 points of sonic 
  damage.  
  Dazzling Aura (Su) Any creature within 100 feet which 
  sees a crystalback’s scintillating crystals must make a Will 
  save or be dazzled for 1 hour. On the following round, 
  dazzled creatures must make a second Will save or be 
  fascinated for 1 hour. Succeeding on either saving throw 
  renders a creature immune to the crystalback’s dazzling 
  aura for 24 hours. The DC is Charisma-based. 
  Resonance Overload (Su) As a swift action, a 
  crystalback can overload the magical resonances of the 
  crystals on its back, creating a mage’s disjunction effect in a 
  250-foot radius (DC 27, Will Negates) for 25 minutes. 
  Magic items that roll a natural 1 are not destroyed. Using 
  this ability disables the crystalback’s spell resistance, arcane 
  sight, dazzling aura and crystal burst, and reduces its base 
  speeds to 50 ft. After 24 hours, the crystalback’s crystals 
  realign, returning it to its full speed and capabilities. This 
  ability cannot be used again until the auras realign. The 
  save DC is based on Constitution. 
   
  A crystalback is an immense, rock-like creature born 
  from and drawn to sites of immense geomantic energies. 
  It is named for the enormous row of crystals protruding 
  from its back, which pulsate with magical energies. 
  They allow it to easily sense the presence of magic, and 
  in a dire situation, to massively disrupt it if necessary. A 
  crystalback is a relatively peaceful behemoth, feeding off 
  of leylines and portals, but if provoked it will chase down 
  its attackers with bloody-minded dedication. The 
  impression left by the dazzling aura of its crystals has led 
  people to worship it as a living god. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  18	
  Dark Rover 
   
  A massive, rusted shape reminiscent of a battering ram shifts on tall, 
  arachnid legs, its black frame shrouded in unnatural silence. 
  Dark Rover                                                           CR 15 
  XP 51,200 
  N Colossal construct 
  Init +6; Senses darkvision 120 ft., low-light vision; 
  Perception +21 
  Aura silence (25 ft. radius, DC 22) 
  DEFENSE 
  AC 30, touch 8, flat-footed 24 (+6 Dex, +22 natural, –8 
  size) 
  hp 190 (20d10+80); fast healing 5 
  Fort +6, Ref +12, Will +7 
  Defensive 
  Abilities 
  fortification 
  (50%), 
  freeze, 
  hardness 10; Immune construct traits, electricity 
  Weaknesses vulnerability to cold 
  OFFENSE 
  Speed 80 ft., burrow 40 ft., climb 40 ft. 
  Melee gore +27 (4d6+15), 4 slam +27 (2d8+15) 
  Ranged 4 tendril +13 touch (reposition) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks powerful charge (gore, 8d6+15), 
  tendril, trample (2d8+22, DC 35) 
  STATISTICS 
  Str 41, Dex 22, Con —, Int 15, Wis 13, Cha 2 
  Base Atk +20; CMB +43 (+47 overrun, +45 reposition); 
  CMD 59 (63 vs. overrun, 61 vs. reposition, 71 vs. trip) 
  Feats Blind-Fight, Charge Through, Combat Expertise, 
  Combat Reflexes, Greater Overrun, Improved Overrun, 
  Improved Reposition, Moonlight Stalker, Moonlight 
  Stalker Feint, Power Attack 
  Skills Acrobatics +26 (+46 jump), Bluff +16, Perception 
  +21, Stealth +18; Racial Modifiers +8 stealth 
  Languages Common 
  SQ siege engine 
  ECOLOGY 
  Environment any land 
  Organization solitary 
  Treasure none 
  SPECIAL ABILITIES 
  Siege Engine (Ex) Dark rovers are treated as siege 
  engines for the purposes of attacking objects. 
  Silence (Su) A dark rover may activate an aura of silence 
  as a swift action. This aura functions as the spell silence to 
  the limit of the dark rover’s reach. When an unwilling 
  creature enters the aura, it can make a DC 22 Will save 
  to resist or remain silenced while within the aura. A 
  successful save renders a creature immune to this ability 
  for 24 hours. The save DC is Intelligence-based. 
  Tendril (Ex) Dark rovers can shoot sticky tendrils up to 
  100 feet from launchers concealed on their body. The 
  tendrils do no damage, but allow the dark rover a free 
  reposition combat maneuver attempt on a successful hit. 
  Success knocks flying creatures from the air, and allows 
  the dark rover to pull the attached creature in a straight 
  line towards its body. The dark rover can detach the 
  tendril at any point along this path. 
   
  These ancient armored troop transports have long 
  outlived the civilizations of their birth. Designed to ferry 
  specialist troops quickly into and out of combat, the 
  machines double as rams and sapping instruments—
  capable of single-handedly destroying city walls. Now 
  the dark metal beasts rumble on, guided by some 
  unknowable internal logic, massive armored carapace 
  swaying back and forth suspended between great 
  arachnid legs. Dark rovers alternate between long 
  periods of hibernation, appearing as hills amongst the 
  surrounding terrain, and long journeys in which they 
  destroy everything in their path. Their presence 
  prefaced only by a sudden and pronounced silence. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  19	
  Demon, Colosogog 
   
  Out from a roiling cloud of oily smoke and choking odor, an unseen 
  demon of enormous proportions radiates an aura of power and 
  destruction. 
  Demon, Colosogog                                               CR 25 
  XP 1,638,400 
  CE Colossal outsider (chaotic, demon, evil, extraplanar) 
  Init +9; Senses darkvision 60 ft., smoke vision; 
  Perception +41 
  Aura aura of smoke (60 ft.), unholy aura (DC 33), stench 
  (20 ft., DC 38, nauseated, 10 rounds) 
  DEFENSE 
  AC 48, touch 16, flat-footed 43 (+5 Dex, +32 natural, –8 
  size, +9 profane) 
  hp 539 (22d10+418)  
  Fort +31, Ref +14, Will +23  
  DR 20/cold iron and good; Immune electricity, poison; 
  Resist acid 10, cold 10, fire 10; SR 32 
  OFFENSE 
  Speed 80 ft., fly 80 ft. (good)  
  Melee bite +39 (4d6+25), 2 claws +39 (4d6+25), gore 
  +39 (4d6+25)  
  Space 30 ft.; Reach 30 ft. 
  Spell-Like Abilities (CL 20th) 
   Constant—unholy aura (DC 33) 
  STATISTICS 
  Str 61, Dex 21, Con 46, Int 3, Wis 26, Cha 28 
  Base Atk +22; CMB +55; CMD 79 (88 vs trip) 
  Feats Bleeding Critical, Cleave, Critical Focus, Great 
  Cleave, Improved Initiative, Improved Natural Armor, 
  Improved Sunder, Iron Will, Lightning Reflexes, Power 
  Attack, Toughness 
  Skills 
  Perception 
  +41; 
  Racial 
  Modifiers 
  +8 
  Perception 
  Languages Abyssal 
  ECOLOGY 
  Environment any (Abyss) 
  Organization solitary or pair 
  Treasure double standard 
  SPECIAL ABILITIES 
  Aura of Smoke (Ex) A colosogog emits an aura of 
  putrid smoke to a range of 60 ft. This smoke obscures all 
  sight as a fog cloud does. If the smoke is blown away by wind 
  or a similar effect, it returns at the start of the colosogog’s 
  turn. The smoke burns away at mental faculties. A 
  creature that ends its turn in the smoke (excluding the 
  colosogog) must make a DC 39 Fortitude save or suffer 
  1d4 Intelligence and Wisdom drain. This save is 
  Constitution based. 
  Smoke Vision (Ex) A colosogog can see perfectly in 
  smoky conditions (such as those created by pyrotechnics). 
   
  Dumb, brutish, and absurdly powerful, colosogogs are 
  the ultimate weapon in the armies of the abyss. 
  Resembling massive, bat winged six-legged boar-
  centaurs covered in bony black growths, colosogogs are 
  lobotomized at an early age lest they upset the hierarchy 
  within the lower planes. They are left a squealing, 
  bellowing agent of chaos, a warrior with more 
  destructive power than a hurricane. Few can stand in 
  head-to-head combat with a colosogog. It is far safer to 
  flee, or to turn the colosogog’s boundless appetite for 
  death on its masters. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  20	
  Dinosaur, Dreadnoughtus 
   
  The size of this green dinosaur defies description, an immense leaf 
  eater with a slow gait and dull eyes. 
  Dinosaur, Dreadnoughtus                                    CR 13 
  XP 25,600 
  N Colossal animal  
  Init +5; Senses blindsense 60 ft., low-light vision; 
  Perception +25 
  DEFENSE 
  AC 28, touch 3, flat-footed 27 (+1 Dex, +25 natural, –8 
  size) 
  hp 195 (17d8+119)  
  Fort +19, Ref +11, Will +7 
  OFFENSE 
  Speed 20 ft., swim 20 ft.  
  Melee slam +23 (4d6+19/19-20), tail slap +18 (4d6+11) 
  Space 50 ft.; Reach 50 ft. (100 ft. with tail) 
  Special Attacks capsize, trample (4d6+28, DC 37) 
  STATISTICS 
  Str 49, Dex 12, Con 25, Int 2, Wis 11, Cha 6 
  Base Atk +12; CMB +39; CMD 49 
  Feats Diehard, Endurance, Great Fortitude, Improved 
  Critical (slam), Improved Initiative, Iron Will, Power 
  Attack, Skill Focus (Perception), Vital Strike 
  Skills Perception +25, Swim +33; Racial Modifiers 
  +4 Perception 
  SQ hold breath 
  ECOLOGY 
  Environment warm aquatic and swamp 
  Organization solitary, pair, or herd (5-10) 
  Treasure none 
   
  The dreadnoughtus is the largest of all dinosaurs, and 
  perhaps one of the largest creatures ever to live. It is a 
  plodding, dull creature, confident in the defense of its 
  size and interested only in eating plants. It wades in 
  shallow waters to relieve some of its weight, reaching 
  down a neck the size of a man to pluck at aquatic 
  vegetation. 
   At 50 tons, the dreadnoughtus is an imposing foe. 
  Carnivores and adventurers alike avoid risking its 
  anger, even though the meat would feed an army for 
  days. However, the dinosaur can be approached and 
  even ridden with relative ease. The colossal leaf-eater 
  ignores most creatures scampering around its feet, and 
  doesn’t mind the gawking of passersby. 
   
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  21	
  Doomweb 
   
  The animated exoskeleton of some titanic spider rides on a tidal wave 
  of black spider, billions upon billions crawling within its mass.  
  Doomweb                                                               CR 9 
  XP 6400 
  N Colossal undead  
  Init +5; Senses darkvision 60 ft.; Perception +15 
  Aura frightful presence (60 ft., DC 21), infestation (10 ft., 
  1d6 plus poison) 
  DEFENSE 
  AC 23, touch 3, flat-footed 22 (+1 Dex, +20 natural, –8 
  size) 
  hp 115 (11d8+44)  
  Fort +9, Ref +4, Will +8 
  Immune undead traits 
  OFFENSE 
  Speed 30 ft., climb 30 ft.  
  Melee bite +20 (8d6+30 plus poison) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks web (+9 ranged, DC 21, 11 hp) 
  STATISTICS 
  Str 50, Dex 12, Con —, Int 7, Wis 13, Cha 22  
  Base Atk +8; CMB +36; CMD 47 (59 vs. trip) 
  Feats Awesome Blow, Cleave, Improved Bull Rush, 
  Improved Initiative, Power Attack, Vital Strike 
  Skills Climb +22, Perception +15, Stealth +1; Racial 
  Modifiers +4 Stealth 
  SQ compression 
  ECOLOGY 
  Environment any 
  Organization solitary, pair, or nest (3-8) 
  Treasure incidental 
  SPECIAL ABILITIES 
  Poison (Ex) Bite and infestation-injury; save Fort DC 21; 
  frequency 1/round for 6 rounds; effect 1d4 Str damage; 
  cure 2 consecutive saves. The save DC is Charisma-based. 
  Infestation (Su) An infestation of poisonous spiders, 
  which nest within this creature's exoskeleton, constantly 
  surrounds a doomweb, to a radius of 10 feet. Any creature 
  within the infestation takes 1d6 points of damage at the 
  end of each round it remains in the area. A creature that 
  takes this damage must make a DC 21 Fortitude save or 
  be nauseated for 1 round. In addition, those damaged by 
  this infestation are poisoned as well. Any area effect attack 
  that deals 10 or more points of damage to a doomweb 
  destroys its infesting spiders, removing its aura for 3 
  rounds, after which a new batch of spiders swarms out of 
  the undead's body to replenish the infestation. The save 
  DC is Charisma-based. 
   
  A doomweb is the husk of massive spider, reanimated 
  by powerful black magic. To give the exoskeleton form 
  and weight, billions of living spiders are drawn to its 
  mass and form thousands of hives. Together, these 
  spiders mimic some semblance of intelligence and drive 
  the doomweb to kill. Doomwebs are constantly 
  ravenous, and seek living prey at all time to feed their 
  internal horde. While they are patient hunters, and may 
  track and observe large prey for days before attacking, 
  their every thought is overwhelmed by a desire for meat. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  22	
  Doomworm 
   
  This massive worm is plated in dark, iridescent scales, its gargantuan 
  maw a teeth of teeth and foaming acid. 
  Doomworm                                                           CR 9 
  XP 6400 
  N Colossal magical beast  
  Init +0; Senses darkvision 60 ft., low-light vision, 
  tremorsense 60 ft.; Perception +11 
  DEFENSE 
  AC 23, touch 2, flat-footed 23 (+21 natural, –8 size) 
  hp 116 (8d10+72)  
  Fort +15, Ref +6, Will +4 
  Defensive Abilities corrosive blood, venomous skin 
  Immune acid, electricity, poison 
  OFFENSE 
  Speed 20 ft., burrow 40 ft.  
  Melee bite +16 (6d6+18 plus poison) 
  Ranged electrical jolt +0 ranged touch (12d6 electricity) 
  Space 30 ft.; Reach 25 ft. 
  Special Attacks breath weapon (30-ft. line, 8d6 acid 
  damage, Reflex DC 23 for half, usable every 1d4 rounds) 
  STATISTICS 
  Str 42, Dex 11, Con 28, Int 3, Wis 11, Cha 5 
  Base Atk +8; CMB +32; CMD 42 (can’t be tripped) 
  Feats Cleave, Improved Overrun, Iron Will, Power 
  Attack 
  Skills Perception +11, Stealth –18; Racial Modifiers 
  +16 Stealth in deserts or rocky areas 
  Languages Terran 
  ECOLOGY 
  Environment warm deserts, plains, or hills 
  Organization solitary 
  Treasure none 
  SPECIAL ABILITIES 
  Corrosive Blood (Ex) A doomworm's blood can 
  corrode metal on contact. If a creature damages a 
  doomworm with a piercing or slashing weapon made of 
  metal, the creature's blood deals 3d6 points of acid 
  damage to the metal weapon (unlike most forms of energy 
  damage, this damage is not halved when applied to a 
  metal object, although it does still have to penetrate the 
  metal's hardness). The weapon's wielder can halve the 
  damage the weapon takes by making a successful DC 23 
  Reflex save. Creatures made of metal that deal slashing or 
  piercing damage to a doomworm with a natural attack 
  take 3d6 points of acid damage (a DC 23 Reflex save 
  halves this damage). The corrosive elements of the blood 
  fade 1 round after it leaves the worm's body or the worm 
  dies. The save DC is Constitution-based. 
  Electrical Jolt (Su) A doomworm can fire a jolt of 
  electricity from its mouth as a standard action. The range 
  increment for this ranged touch attack is 60 feet. 
  Poison (Ex) Bite-injury, or skin-contact; save Fort DC 
  23; frequency 1/round for 6 rounds; effect 1d2 Con 
  damage; cure 2 saves. 
  Venomous Skin (Ex) A doomworm's skin secretes a 
  noxious, waxy substance. This venomous sheen poisons 
  any creature that touches a doom worm, either by making 
  a successful attack with an unarmed strike or natural 
  weapon or with a touch attack. A creature that grapples a 
  doom worm is also exposed to the creature's venomous 
  skin. 
   
  Doomworms hunt large and dangerous prey, confident 
  in the safety of an underground retreat if things do not 
  go as planned. They are drawn to large mammals and 
  reptiles, such as elephants or dinosaurs, and will harry 
  their prey with acid, electricity and guerrilla attacks. In 
  areas infested by doomworms, it is not uncommon to 
  spot a colossal animal limping across the lands, bleeding 
  and burned but without any obvious pursuer. A 
  doomworm may have injured them hours ago, and 
  waits under the soil for the opportune time to finish the 
  job. 
   Many doomworms have also developed a taste for 
  iron golems, metal deposits, armor-clad knights and 
  machines of war. Their bile and blood can dissolve such 
  materials into mush suitable for their consumption. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  23	
  Draconic Abomination 
   
  This immense magma creature looks draconic enough, but something 
  is clearly unnatural. It spasms in pain as it struggles to keep its 
  flaming bulk together, leaking molten fire from every splintered scale. 
  Draconic Abomination                                          CR 6 
  XP 2,400 
  LN Colossal dragon 
  Init –2 Senses darkvision 60, low-light vision; 
  Perception +9 
  DEFENSE 
  AC 14, touch 0, flat-footed 14 (+14 natural, –2 Dex, –8 
  size)  
  hp 101 (7d12+56) 
  Fort +12, Ref +5, Will +4 
  Immune fire, paralysis, sleep 
  OFFENSE 
  Speed 30 ft. 
  Melee bite +7 (4d8+7 plus 1d4 fire), 2 wings +2 (1d6 plus 
  1d4 fire) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks molten breath (60 foot cone, 3d6 fire, 
  Reflex DC 20, usable every 1d4 rounds) 
  STATISTICS 
  Str 24, Dex 6, Con 25, Int 2, Wis 8, Cha 13 
  Base Atk +7; CMB +22; CMD 30 
  Feats Toughness, Lightning Reflexes, Weapon Focus 
  (bite), Weapon Focus (wing) 
  Skills +11 Intimidate, +9 Perception 
  Languages none 
  SQ focused cohesion, malformed wings, molten death, 
  unstable flesh  
  ECOLOGY 
  Environment any 
  Organization solitary 
  Treasure Value standard 
  SPECIAL ABILITIES 
  Focused Cohesion (Ex) A draconic abomination only 
  keeps itself together through force of will, and it must take 
  a swift action each round to maintain its form. If it is 
  cowering, exhausted, fascinated, staggered, or stunned at 
  the start of its turn, or if it is unable to take a swift action, 
  it is too distracted to maintain cohesion and suffers 1d6 
  damage. 
  Malformed Wings (Ex) The draconic abomination’s 
  wings are large, but awkward and malformed. It cannot 
  use them to fly, and they deal damage as a creature four 
  size categories smaller. 
  Molten Breath (Su) When a draconic abomination uses 
  its breath weapon, it spews some of its molten insides at its 
  enemies and deals itself 3d6 damage. The magma clings 
  to those it damages, dealing half damage at the start of the 
  dragon’s next round. After the magma cools, it crumbles 
  to dust. 
  Molten Death (Ex) When a draconic abomination 
  reach 0 or lower hit points, it can no longer keep itself 
  stable. It instantly dies, and melts into a spreading pool of 
  lava. Creatures within 30 feet of the abomination take 2d6 
  fire damage (Reflex DC 20 for half). This save is 
  Constitution-based.  
  Unstable Flesh (Ex) The flesh of a draconic 
  abomination is unstable, and any wounds ooze magma 
  and are slow to close. When the draconic abomination is 
  dealt slashing damage, creatures within 5 feet of a 
  draconic abomination are dealt 1d6 fire damage. 
  However, at the start of each of its turns, the draconic 
  abomination is dealt damage equal to half of the slashing 
  damage it received since the start of its last turn. 
   
  Draconic abominations are the result of cruel, 
  misguided experiments. The objective of such an 
  experiment is a magically constructed or augmented 
  dragon which obeys its master’s every command. The 
  result is a molten disaster, a creature so unstable that it 
  must concentrate to keep itself in one piece. Draconic 
  abominations writhe in pain throughout their brief lives, 
  spilling magma with every tortured step. 
   Draconic abominations are both hated and pitied, 
  dangerous foes who do not deserve their fates. The 
  monsters serve as powerful, cost effective guardians in 
  the short term. On a longer scale, wizards should seek 
  creatures that do not fall apart if distracted. 
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  24	
  Dracozilla 
   
  This immense bipedal lizard is armored in dark purple scales, with 
  huge jagged dorsal fins running down its spine. The sheer mass of the 
  creature is staggering. 
  Dracozilla                                                             CR 25 
  XP 1,638,400 
  CN Colossal dragon (amphibious, kaiju) 
  Init +2; Senses darkvision 600 feet, dragon senses; 
  Perception +38 
  Aura electricity (10 ft., 2d6 electricity), fire (10 ft., 2d6 
  fire), frightful presence (360 ft., DC 30) 
  DEFENSE 
  AC 43, touch 0, flat-footed 43 (-2 Dex, +43 natural, -8 
  size) 
  hp 594 (29d12+406); fast healing 30 
  Fort +30, Ref +14, Will +24 
  DR 20/epic; Immune paralysis, sleep; Resist acid 30, 
  cold 30, electricity 30, negative energy 30, sonic 30; SR 
  36 
  SQ Reflective Scales 
  OFFENSE 
  Speed 20 ft. swim 120 ft. 
  Melee bite +38 (4d8+24/19-20), 2 claws +38 (4d6+16), 
  2 gores +37 (4d6+16), tail slap +36 (4d6+24) 
  Space 50 ft.; Reach 40 ft. (50 ft. with bite) 
  Special Attacks breath weapon (300-ft. line, DC 33, 
  16d10 fire plus 16d10 electricity), crush (Large creatures, 
  DC 33, 4d6+24), ferocity, hurl foe, recovery, tail sweep 
  (Medium creatures, DC 27, 2d8+24) 
  STATISTICS 
  Str 43, Dex 6, Con 39, Int 2, Wis 23, Cha 22 
  Base Atk +29; CMB +53; CMD 61 (65 vs. trip) 
  Feats Awesome Blow, Critical Focus, Greater Vital 
  Strike, Improved Critical (bite), Improved Initiative, 
  Improved Iron Will, Improved Vital Strike, Iron Will, 
  Multiattack, Power Attack, Stunning Critical, Vital 
  Strike, Weapon Focus (bite, claw, tail) 
  Skills Survival +38, Perception +38 
  SQ massive 
  SPECIAL ABILITIES 
  Reflective Scales (Ex) The dracozilla’s scales deflect 
  cones, lines, rays, and magic missile spells, rendering the 
  dracozilla immune to such effects. There is a 30% chance 
  a deflected effect reflects back in full force at the caster; 
  otherwise it is simply negated. 
   
   
   
   
   
   
   
   
   
   
   
   
  Dracozilla is one of the three primal kaiju (the other two 
  being the Tarrasque and Kongimus Rex). A dweller of 
  the deep sea, dracozilla was ripped from his homeland, 
  scarred, and brutally mutated by titanic underwater 
  experiments. He rose from the depths to wreak havoc 
  on the civilization that caused such damage, and 
  returned to the ocean when their cities were ash. 
   Now dracozilla sleeps beneath the waves. He emerges 
  at times of great arcane upheaval, seeks out the cause of 
  such recklessness, then returns to his slumber. 
  Dracozilla has destroyed entire races and is usually seen 
  as a monstrous danger. However, he sometimes fights 
  alongside humanoids against world-ending threats. 
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  25	
   
  Dragon Molt 
   
  This enormous dragon has pale scales and roams silently, as if 
  looking for its next prey.  
  Dragon Molt                                                        CR 10 
  XP 9,600 
  N Colossal construct 
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +3 
  DEFENSE 
  AC 24, touch 3, flat-footed 23 (+1 Dex, +21 natural, –8 
  size) 
  hp 146 (12d10+80) 
  Fort +4, Ref +5, Will +7 
  Defensive Abilities protecting scales; Immune 
  construct traits; Resist Cold 10, Fire 10; Weakness 
  empty molt 
  OFFENSE 
  Speed 40 ft., fly 250 ft. (clumsy) 
  Melee 2 claws +15 (2d8+11), 2 wings +13 (2d8+5) 
  Space 30 ft.; Reach 20 ft. 
  STATISTICS 
  Str 32, Dex 13, Con —, Int 2, Wis 17, Cha 2 
  Base Atk +12; CMB +31; CMD 42 
  Feats Cleave, Critical Focus, Improved Initiative, 
  Multiattack, Power Attack, Wingover 
  Skills Disguise –4 (+16 to appear as a dragon), Fly +0; 
  Racial Modifier +20 Disguise (to appear as a dragon) 
  Languages Draconic (does not speak) 
  ECOLOGY 
  Environment same as the original dragon. 
  Organization solitary 
  Treasure none (Keeps no treasure on its own, but often 
  guards the treasure of its creator)  
  SPECIAL ABILITIES 
  Dragon Skin (Ex) A dragon molt appears as a real 
  dragon to most humans. It gains a +20 racial bonus to 
  Disguise checks to appear as a dragon of the species of its 
  creator. 
  Empty Molt (Ex) Powerful dragons can give life to their 
  discarded scale molts, and create dragon molts to act as 
  guardians of their lairs. These molts are infinitely loyal to 
  their creators, with some of their creator’s powers and 
  many of their own weaknesses. Due to the dragon molt’s 
  hollow shells, it is vulnerable to piercing and slashing 
  attacks, taking an additional 50% damage. In addition, a 
  character attacking the dragon molt gains a +8 
  circumstance bonus to confirm critical hits with slashing 
  or piercing attacks. 
  Protecting Scales (Su) If it is within 250 ft. of its creator 
  dragon, a dragon molt gains the damage reduction, 
  immunities, resistances and spell resistance of that dragon. 
  Basic Casting (Sp) A dragon molt has the same spell-
  like abilities as a young adult dragon of the species of its 
  original dragon. Its caster level is 12 and it has a +15 
  concentration bonus (based on charisma). 
   
  Some species of dragons leave molts as they grow, 
  allowing them to show off their new shiny scales. The 
  oldest of dragons like to enchant their old molt to use as 
  a guardian for their lair while they are away, or as a 
  sentinel for its surroundings. 
   These animated molts are often taken for real 
  dragons. At close range, the emptiness in the construct’s 
  eyes or their pale color reveals to the observer that he is 
  not watching a living dragon. 
   
  Variants 
  Draconic Avatar (CR 13) 
  For some powerful dragons, animating a molt is not 
  enough. These dragons use their skin as a physical 
  presence manifestation, projecting their own mind into it. 
  The draconic avatar is subject to a permanent possession 
  spell by its creator, though it can still act in its own body. 
  That dragon can also cast his spells of 3rd level or lower 
  through the draconic avatar. Both the dragon and the 
  molt spend the casting time for the spell to work, but only 
  the dragon needs to provide the components of the spell. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  26	
  Dreamer’s Nightmare 
   
  Roiling coils of psychic energy stream outward from this howling 
  vortex, screaming across the minds of all it encounters to make their 
  fears reality.  
  Dreamer’s Nightmare                                           CR 19 
  XP 204,800 
  NE Colossal outsider (incorporeal, extraplanar) 
  Init +18; Senses darkvision 120 ft., thoughtsense, true 
  seeing; Perception +35 
  Aura dream fragments (300 ft., DC 30) 
  DEFENSE 
  AC 28, touch 16, flat-footed 22 (+4 armor, +14 Dex, +8 
  natural, –8 size) 
  hp 378 (28d10+224); regeneration 30 (special, see prime 
  duality) 
  Fort +17, Ref +30, Will +20 
  Defensive Abilities incorporeal; DR 15/–; Immune 
  ability damage, death effects, paralysis, sleep, and 
  stunning; SR 30 
  OFFENSE 
  Speed 30 ft., fly 250 ft. (poor) 
  Melee slam +34 (2d8), 6 tentacles +29 (2d8) 
  Space 30 ft.; Reach 25 ft. 
  Spell-Like Abilities (CL 28th; concentration +36) 
  Constant—true seeing 
  At will—darkness 
  3/day—finger of death (DC 25) 
  Spells Known (CL 15th; concentration +21) 
  7th (5/day)—hungry darkness (DC 25), greater create 
  mindscape (DC 25) 
  6th (7/day)—cloak of dreams (DC 24), mislead, summon 
  monster IV 
  5th (7/day)—greater command (DC 23), hold monster (DC 
  23), slay living (DC 23), teleport 
  4th (8/day)—enervation (DC 22), fear (DC 22), phantasmal 
  killer (DC 22), summon monster IV 
  3rd(8/day)—dispel magic, fireball (DC 21), lightning bolt (DC 
  21), unadulterated loathing (DC 21) 
  2nd (8/day)—alter self, blur, fog cloud, glitterdust, invisibility 
  1st (8/day)—grease (DC 19), magic missile, mage armor, 
  shield, shocking grasp 
  0 (at will)—acid splash, bleed (DC 18), detect magic, disrupt 
  undead (DC 18), ghost sound, mage hand, ray of frost, read magic 
  STATISTICS 
  Str —, Dex 38, Con 26, Int 11, Wis 18, Cha 27 
  Base Atk +28; CMB +36; CMD 68 (60 corporeal) 
  Feats Arcane Blast, Arcane Strike, Combat Expertise, 
  Devastating Strike, Greater Vital Strike, Flyby Attack, 
  Hover, Improved Vital Strike, Improved Initiative, 
  Intensified Spell, Maximize Spell, Quicken Spell, Vital 
  Strike, Weapon Finesse 
  Skills Acrobatics +45, Bluff +39, Intimidate +39, Fly 
  +33, Perception +35, Sense Motive +35 
  SQ prime duality 
  ECOLOGY 
  Environment Any 
  Organization solitary 
  Treasure none 
  SPECIAL ABILITIES 
  Dream Fragments (Su) The dreamer’s nightmare’s 
  body fragments as it interacts with the planes, distorting 
  reality in an aura around itself and pulling the unguarded 
  into a waking dream. When a creature enters this area, it 
  must make a Will save or become affected as though by 
  the spells nightmare and insanity, pulled into any active 
  mindscape spell the dreamer’s nightmare has cast. A 
  successful save against this effect renders a creature 
  immune to this ability for 24 hours. The save DC is 
  Charisma-based. 
  Prime Duality (Ex) The dreamer’s nightmare is 
  composed of the ectoplasmic secretions from the 
  boundary between the ethereal plane, the prime material 
  plane, and the shadow plane. It exists simultaneously 
  across these three planes, and is capable of physically 
  manifesting in any 2 simultaneously at will as a free action; 
  becoming corporeal (gaining Strength 10) so long as it 
  continues manifesting there. These 3 projections are 
  capable of independent action, and the dreamer’s 
  nightmare can transfer its remaining incorporeal 
  projection between planes at as part of any movement. 
  This action is taxing however, and the nightmare must 
  wait 1d4 rounds before 
  doing 
  so 
  again. 
  Damaging 
  both 
  corporeal 
  manifestations in the 
  same round stops the 
  nightmare’s 
  regeneration. 
  While 
  incorporeal, 
  replace 
  its 
  natural 
  armor with an equivalent deflection bonus. During this 
  time, it has AC 26, 16, 14. 
   
  Born of the rare ectoplasm formed where the ethereal, 
  material, and shadow plane merge, the dreamer’s 
  nightmare evolved in response to constant trespass 
  between these planes. Scattered slowly as visitors came 
  and went, the ectoplasm became corrupted by the 
  darker portions of the realm of dreams, where casters 
  too often tread. Powerful and deadly, this amalgam 
  creature now roams the planes, corrupting the mental 
  energies of all it meets to pure horror in order to slake 
  its psychic hunger. 
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  27	
  Duster 
   
  This aerial, membranous-winged leviathan defies all sense of 
  proportion, its segmented body terminating in an insectoid head 
  bearing a slender proboscis.  
  Duster                                                                    CR 8 
  XP 4,800 
  CN Colossal vermin (extraplanar) 
  Init –1; Senses darkvision 600 ft.; Perception +4 
  DEFENSE 
  AC 21, touch 1, flat-footed 21 (–1 Dex, +20 natural, –8 
  size) 
  hp 114 (12d8+60) 
  Fort +13, Ref +3, Will +8 
  Defensive Abilities juke; SR 19 
  OFFENSE 
  Speed 40 ft., fly 300 ft. (poor) 
  Melee wings +15 (2d8+6), tail +15 (2d6+3) 
  Space 30 ft.; Reach 30 ft. (45 with tail) 
  Special Attacks desiccating mist, illusory hellscape 
  STATISTICS 
  Str 22, Dex 8, Con 20, Int —, Wis 18, Cha 16 
  Base Atk +9; CMB +23; CMD 32 
  Skills Fly +7; Racial Modifiers Fly +20 
  ECOLOGY 
  Environment any forest or jungle 
  Organization solitary 
  Treasure incidental  
  SPECIAL ABILITIES 
  Desiccating Mist (Ex) As a full round action, a duster 
  may move its fly speed and release desiccating mist, 
  blanketing the area 100 feet beneath its movement path 
  with a potent, water-destroying airborne agent. Creatures 
  in the area suffer 6d6 damage (DC 21 Fort save for half). 
  Plants and creatures with the plant, water, or aquatic 
  subtype take 8d8 instead. Airtight barriers provide 
  complete cover from the mist. The save DC is 
  Constitution-based. 
  Illusory Hellscape (Su) Once per day if it is seriously 
  threatened or its flight is impeded, a duster can turn the 
  battleground into an illusory hellscape as a standard 
  action. Doing this has three effects. First, the duster turns 
  invisible and is replaced by an illusory double (as mislead, 
  but 
  the 
  illusory 
  double 
  fights 
  without 
  duster’s 
  concentration or direction). Second, the battlefield 
  appears to transform into a blasted, barren wasteland full 
  of rocks, ruins, and rubble in a 500 foot radius (treat as 
  vision of hell). Both effects have a duration of 10 minutes, 
  and all associated saving throws are DC 19. This save DC 
  is Charisma-based. 
  Juke (Ex) If a duster moves over 200 feet in one round, 
  it gains a +6 circumstance bonus to its Reflex saving 
  throw until its next round. 
   
  Dusters are a form of enormous insect originating from 
  arcane experimentation with infernal specimens from 
  the nine Hells. They have little instinct but to consume 
  and survive. For them, sustenance involves flying over 
  vast tracts of vegetated land, dropping its desiccating 
  mist, and reducing the plant life below to a fine, dry 
  dust. This highly nutritious powder is then easily 
  ingested through their proboscises. 
   Some ambitious mages who have attempted to use 
  dusters as living weapons, but dusters’ mindlessness and 
  prodigious destructive capabilities make them very 
  short-lived tools. They either completely deforest the 
  region and starve, or their vast wake of destruction 
  draws the attention of even more powerful adversaries 
  who would rather the status quo is preserved. 
  Occasionally one of these monstrosities manages to 
  consume enough vegetable matter to lay several eggs 
  before going into dormancy, allowing the region to 
  recover for years before being devoured once again by 
  newly hatched dusters. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  28	
  Dypthera 
   
  The luster of this butterfly’s wings is entrancing, but its awesome size 
  suggests a creature capable of great destruction.  
  Dypthera                                                              CR 14 
  XP 38,400 
  CG Colossal vermin (kaiju) 
  Init +5; Senses darkvision 600 ft., scent; Perception +15 
  Aura frightful pattern (300 ft., DC 24) 
  DEFENSE 
  AC 29, touch 3, flat-footed 28 (+1 Dex, +26 natural, –8 
  size) 
  hp 210 (20d8+120); fast healing 30 
  Fort +18, Ref +10, Will +12 
  Defensive Abilities ferocity, poisonous flesh, recovery; 
  Immune ability damage, ability drain, death effects, 
  disease, energy drain, fear, poison 
  OFFENSE 
  Speed 50 ft., fly 300 ft. (good) 
  Melee 2 claws +23 (2d8+16), 2 wings +18 (2d8+8) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks confusing pheromones, hurl foe, 
  tornado 
  STATISTICS 
  Str 42, Dex 12, Con 23, Int 4, Wis 21, Cha 19 
  BAB +15; CMB +39; CMD 50 
  Feats Alertness, Combat Expertise, Critical Focus, Fly-
  By Attack, Hover, Improved Initiative, Improved 
  Lightning Reflexes, Lightning Reflexes, Sickening 
  Critical, Wingover 
  Skills Fly +19, Intimidate +11, Perception +15 (+23 to 
  detect a scent); Racial Bonuses +12 Fly 
  Languages Auran (cannot speak) 
  SQ massive 
  ECOLOGY 
  Environment tropical jungles or islands 
  Organization solitary 
  Treasure incidental 
  SPECIAL ABILITIES 
  Confusing Pheromones (Ex) As a standard action, 
  once per round Dypthera can release pheromones that 
  have a devastating effect on lesser creatures. A creature 
  failing a Will save (DC 24) is confused for 1d4 rounds. 
  This is a poison effect. The save DC is Charisma-based. 
  Frightful Pattern (Ex) The pattern on Dypthera’s 
  wings frightens her enemies. This is identical to frightful 
  presence on any creature within 300 feet that sees her 
  open wings for the first time. 
  Poisonous Flesh (Ex) Dypthera's flesh is toxic. A foe 
  that hits her with a bite suffers the poison's effect. Any 
  piercing or slashing weapon used to wound Dypthera 
  remains poisoned for the next round. Dypthera is immune 
  to her own poison. 
  Poison (Ex)— ingested; save Fort DC 26, frequency 1/round 
  for 6 rounds, effect 1 Wis damage, 1 Cha damage, cure 2 
  consecutive saves 
  Tornado (Ex) Once per round as a standard action, 
  Dypthera can raise a mighty wind with her wingbeat in a 
  300 feet cone. All creatures in the area of effect are 
  affected for 1 round as if caught in tornado-force winds 
  blown away from her. 
   
  Dypthera is among the weakest kaiju. According to 
  some, she was formed by Nature itself as a guardian and 
  protector, and now spends her time in peaceful fields 
  and strong sunlight. 
   Dypthera is hermaphroditic. She lays one egg in her 
  life, which only hatches after its parent's death. The 
  larva becomes a chrysalis after 10 years (in which it eats 
  as much vegetal matter as possible). The chrysalis then 
  takes only a day to metamorphose into a new Dypthera. 
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  29	
  Dypthera, Larval Form 
   
  This immense pale caterpillar is covered in pointed bristles, and drips 
  thick mucus from its translucent flesh. 
  Dypthera, Larval Form                                       CR 19 
  XP 204,800 
  N Colossal vermin (kaiju) 
  Init –2; Senses darkvision 600 ft., Perception +15 
  DEFENSE 
  AC 34, touch 0, flat-footed 34 (–2 Dex, +34 natural, –8 
  size) 
  hp 345 (30d8+210) 
  Fort +24, Ref +8, Will +25 
  Defensive Abilities bristles, ferocity, recovery; DR 
  20/epic; Immune ability damage, ability drain, death 
  effects, disease, energy drain, fear, mind-affecting effects; 
  Resist acid 30, cold 30, electricity 30, fire 30, negative 
  energy 30, sonic 30 
  OFFENSE 
  Speed 30 ft., burrow 200 ft. 
  Melee bite +29 (4d8+30 plus grab), bristles +24 
  (3d12+15) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks hurl foe, swallow whole (10d6 acid 
  damage, AC 27, 34 hp) 
  STATISTICS 
  Str 41, Dex 6, Con 25, Int —, Wis 40, Cha 2 
  Base Atk +22; CMB +45; CMD 53 (can’t be tripped) 
  SQ massive 
  ECOLOGY 
  Environment tropical jungles or islands 
  Organization solitary 
  Treasure incidental 
  SPECIAL ABILITIES 
  Bristles (Ex) A creature that attacks Dypthera’s larval 
  form with a natural attack or non-reach melee weapon 
  must succeed at a DC 27 Reflex save or take damage as if 
  it had been his with Dypthera’s bristles. The save DC is 
  Dexterity-based and includes a +4 racial bonus. 
  Powerful (Ex) Dypthera’s larval form adds double the 
  normal Strength bonus to its attacks. 
  Swallow Whole (Ex) The larval form of Dypthera can 
  swallow any Colossal or smaller creature. Its gastric fluids 
  are especially fit for digesting vegetables, and plant 
  creature take double acid damage after being swallowed. 
   
  Dypthera is among the weakest kaiju. According to 
  some, she was formed by Nature itself as a guardian and 
  protector, and now spends her time in peaceful fields 
  and strong sunlight. 
   Dypthera is hermaphroditic. She lays one egg in her 
  life, which only hatches after its parent's death. The 
  larva becomes a chrysalis after 10 years (in which it eats 
  as much vegetal matter as possible). The chrysalis then 
  takes only a day to metamorphose into a new Dypthera. 
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  30	
  Earthen Host 
   
  This old dragon’s body is covered in acid-scorched rocks and is 
  inhabited by a band of earth elementals.  
  Earthen Host                                                        CR 15 
  XP 51,200 
  N Colossal dragon (earth) 
  Init +2; Senses all-around vision, darkvision 60 ft., low-
  light vision, tremorsense 60 ft.; Perception +22 (host) and 
  Perception +7 (elementals) 
  Aura acidic vapors (10 ft., 2d6 acid) 
  DEFENSE 
  AC 33, touch 0, flat-footed 33 (–2 Dex, +33 natural, –8 
  size) 
  hp 245 (14d12+154) 
  Fort +20, Ref +7, Will +14 
  DR 15/magic; Immune acid, paralysis, sleep; SR 26 
  OFFENSE 
  Speed 50 ft., burrow 20 ft. 
  Melee bite +19 (4d6+12 plus 2d6 acid, 19-20), 2 claws 
  +19 (2d8+12), tail slap +16 (4d6+6) 
  Space 30 ft.; Reach 20 ft. (30 ft. with bite) 
  Special Attacks breath weapon (100 ft.-line, 16d6 acid 
  damage, DC 28)  
  Spell-Like Abilities (CL 14th; concentration +17) 
  At will—acid arrow, spike stones (DC 17), stone shape, wall of 
  stone 
  Spells Known (CL 5th; concentration +8) 
  2nd (5/day)—invisibility, summon monster II (Earth 
  elemental (small) only) 
  1st (7/day)—cause fear (DC 14), mage armor, magic missile, 
  true strike (DC 14) 
  0 (at will)—detect magic, mage hand, message, open/close, read 
  magic, resistance 
  STATISTICS 
  Str 35, Dex 7, Con 32, Int 13, Wis 20, Cha 16 
  Base Atk +14; CMB +34; CMD 42 
  Feats Improved Critical (bite), Improved Initiative, 
  Power Attack, Skill Focus (Stealth), Multiattack, Weapon 
  Focus (bite, claws) 
  Skills Climb +29, Intimidate +20, Knowledge 
  (dungeoneering) 
  +18, 
  Knowledge 
  (planes) 
  +11, 
  Perception +22, Sense Motive +22, Stealth +3, Survival 
  +22; Racial Modifier +15 Stealth (+18 in a rocky 
  environment) 
  Languages Draconic, Terran 
  ECOLOGY 
  Environment underground 
  Organization solitary 
  Treasure triple (particularly gems) 
  SPECIAL ABILITIES 
  Acidic Vapors (Su) The constant squirts of acid vapors 
  from the stony body of the earthen host deal 2d6 acid 
  damage to every creature within 10 ft. at the beginning of 
  the host’s turn. 
  Acid Metabolism (Su) The earthen host’s bite attack 
  deals 2d6 additional acid damage.  
  Earth Elementals (Su) The body of the earthen host is 
  so large that it reproduces a perfect living environment for 
  earth elementals. They watch all around the dragon, 
  informing him when they see something important. They 
  have a Perception score of +7, and roll separately from 
  the dragon. 
  The elementals also protect the dragon in melee combat, 
  countering the efforts of enemies trying to take their host 
  by surprise. The dragon gains all-around vision. 
  The earth elementals on the dragon’s body cannot be 
  targeted by an attack nor are they damaged by area 
  attacks. The earthen host’s body offers them complete 
  protection. For the same reason, they don’t attack 
  separately from the dragon as long as it is fighting. 
  When the earthen host dies, 2d6 medium earth elementals 
  emerge from its body and to attack the killers. 
  Stone Body (Ex) The rocks on the earthen host’s body 
  allow him to hide easily underground and in other 
  environments surrounded by rocks. It gains a +15 racial 
  bonus to Stealth checks in such conditions. 
   
  The earthen host is an enormous earth dragon whose 
  body produces a continuous acidic cloud. Its rock body 
  attracts groups of earth elementals that live in harmony 
  with their draconic protector. In exchange, they help 
  the earthen host during hunts and watch its lair while it 
  sleeps. 
   The earthen host’s body is covered in stones instead 
  of scales, which makes it too heavy to actually fly. Its 
  wings are also partially covered in a solid layer of rock: 
  they are only used to show dominance when it 
  encounters another dragon. 
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  31	
  Etherworld Fisher 
   
  A giant jellyfish creature hovers in the ether, its long tentacles 
  menacingly outstretched.  
  Etherworld Fisher                                                 CR 10 
  XP 9,600 
  N Colossal aberration (extraplanar) 
  Init +2; Senses blindsense (60 ft.), darkvision 60 ft.; 
  Perception +18 
  Aura ethereal rift (40 ft.) 
  DEFENSE 
  AC 22, touch 0, flat-footed 22 (–2 Dex, +22 natural, –8 
  size) 
  hp 138 (12d8+84); fast healing 3 
  Fort +11, Ref +4, Will +13 
  Defensive Abilities shell of spells; DR 10/magic; 
  Immune polymorph, phantasm; SR 21 
  OFFENSE 
  Speed 0 ft., fly 30 ft. (perfect, Ethereal Plane only) 
  Melee 4 tentacles +16 (2d6+14 plus grab and paralysis), 
  Space 30 ft.; Reach 40 ft. 
  Special Attacks manifest tentacles, paralysis (1d4+3 
  rounds, DC 23). 
  STATISTICS 
  Str 38, Dex 6, Con 24, Int 1, Wis 16, Cha 4 
  Base Atk +9; CMB +31; CMD 39 (can’t be tripped) 
  Feats Blind-Fight, Improved Blind-FightAPG, Improved 
  Initiative, Iron Will, Lightning Reflexes, Weapon Focus 
  (tentacle) 
  Skills Perception +18 
  SQ ethereal 
  ECOLOGY 
  Environment Ethereal Plane 
  Organization solitary 
  Treasure incidental 
  SPECIAL ABILITIES 
  Ethereal Rift (Su) As long as at least one etherworld 
  fisher’s tentacle is manifested, all creatures within 40 feet 
  of the monster (on both the Ethereal and Material plane) 
  are affected by the ethereal rift aura. Any 
  material creature affected by ethereal rift can 
  use a move action to shift itself from the 
  Material Plane to the Ethereal Plane, as per 
  ethereal jaunt (CL 13). The creature remains in 
  the new plane as long as it remains within the 
  aura. The aura remains for one round after 
  the fisher leaves the Material Plane. If the 
  creature moves out of the aura, or the 
  etherworld fisher is destroyed, the creature is 
  returned to its original plane after 3 rounds. 
  An ethereal creature can make a similar trip 
  from the Ethereal Plane to the Material Plane. 
  Manifest Tentacles (Su) As a move action, an 
  etherworld fisher can manifest the ends of its tentacles in 
  the material world. While the tentacles remain 
  manifested, the aberration can use them to attack and 
  interact with material beings and objects, while its body 
  remains in the Ethereal Plane. The fisher can manifest a 
  total of 4 tentacles in the Material Plane at one time, and 
  make one attack with each tentacle there. During this time 
  fisher’s reach and aura is projected into the Material Plane 
  as if it took up space there, though its main body remains 
  in the Ethereal Plane. It can suppress this ability as a move 
  action. If the fisher suppressed this ability while grappling 
  a creature, the creature is dragged into the Ethereal Plane 
  as if it entered through the ethereal rift. 
  Any creatures in the Material Plane can target the 
  creature’s tentacles (but not its main body) with any 
  attacks and spells; resolve all the effects normally, except 
  as follows. Each tentacle uses the fisher’s AC and saves 
  (spells and abilities that would affect the entire fisher, such 
  as mind-affecting effect, resolve normally against the 
  fisher). The tentacles are considered to be anywhere 
  within the creature’s reach, and can be targeted as such. 
  Any single tentacle can suffer a maximum of 12 hit points, 
  after which it is destroyed; any damage suffered in excess 
  of this number is wasted. Damage dealt to tentacles is also 
  dealt to the fisher.  
  The fisher has a seemingly endless number of tentacles, 
  but only a maximum of four can be manifested at one 
  time. Manifesting replacement tentacles takes move 
  action as normal. 
  Shell of Spells (Su) Whenever any spell fails to 
  penetrate the etherworld fisher’s spell resistance, the fisher 
  absorbs some of the magical energy to temporarily 
  improve its defenses. It gains +4 deflection bonus to AC 
  and a +4 resistance bonus to all saving throws for a 
  number of rounds equal to the absorbed spell level. 
   
  This aberration resembles a colossal jellyfish with 
  dozens of tentacles, floating around the Ethereal Plane. 
  While unable enter or survive other planes, the 
  monstrosity can prey on the Material Plane denizens by 
  reaching its tentacles into their world. Incredibly 
  picky about kinds of nutritious prey it wants 
  today, it often patiently lies in wait, tips of its 
  tentacles lurking in multiple areas of the same 
  building or dungeon, ready to paralyze their 
  victims and drag them into the Ether. Lacking 
  any teeth or similar organs, it needs helpless 
  victims to devour and always crushes them with 
  its powerful tentacles before bringing the food to 
  its tender digestive system. 
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  32	
  Ettihemoth 
   
  This gigantic two-headed giant is covered in mud and filth, and 
  wields a flail in each horse-sized hand.  
  Ettihemoth                                                             CR 9 
  XP 6400 
  CE Colossal humanoid (giant) 
  Init +2; Senses low-light vision; Perception +10 
  DEFENSE 
  AC 22, touch 0, flat-footed 23 (+2 armor, -2 Dex, +20 
  natural, –8 size) 
  hp 125 (10d8+80)  
  Fort +15, Ref +1, Will +3 
  OFFENSE 
  Speed 40 ft.  
  Melee 2 flails +12/+7 (6d6+19) 
  Ranged 2 javelins –3 (4d6+19) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks superior two-weapon fighting 
  STATISTICS 
  Str 37, Dex 6, Con 27, Int 6, Wis 7, Cha 11 
  Base Atk +7; CMB +28; CMD 36 
  Feats Cleave, Improved Initiative, Improved Overrun, 
  Iron Will, Power Attack 
  Skills Handle Animal +8, Perception +10; Racial 
  Modifiers +4 on Perception 
  Languages pidgin of Giant, Goblin, and Orc 
  ECOLOGY 
  Environment cold hills 
  Organization solitary, pair, gang (3-6), troupe (1-2 plus 
  1-2 brown bears), band (3-6 plus 1-2 brown bears), or 
  colony (3-6 plus 1-2 brown bears and 7-12 orcs or 9-16 
  goblins) 
  Treasure standard (leather armor, 2 flails, 4 javelins, 
  other treasure) 
  SPECIAL ABILITIES 
  Superior Two-Weapon Fighting (Ex) An ettihemoth 
  fights with a flail or javelin in each hand. Because each of 
  its two heads controls an arm, the ettihemoth does not 
  take a penalty on attack or damage rolls for attacking with 
  two weapons. Ettihemoths, or two-headed giants, are 
  vicious and unpredictable hunters that stalk the night. 
  Their two heads provide them with unparalleled powers 
  of perception, making them excellent guards. 
   
  Ettihemoths are gigantic descendants of the ettin, and 
  closely resemble their smaller kin. They look like 
  colossal stone or hill giants, though sport tusks the size 
  of 
  tree-trunks 
  somewhat 
  resembling 
  an 
  orc’s. 
  Ettihemoths feel an affection for ettins, and will 
  sometimes attempt to care for the smaller giants as if 
  they were pets. This patronizing is always unwanted, 
  and usually results in disaster. 
   Ettihemoths are dull creatures, and easily confused. 
  Many travelers have avoided fatal confrontation 
  through trickery and lies. A fight with an ettihemoth 
  only ends with the death of one side or another. 
   Despite their two heads, the ettihemoth only thinks 
  and acts with a single mind. One head (which one 
  depends on the ettihemoth) is significantly larger than 
  the other, and contains the grey matter necessary for 
  both sentience and survival. The other brain only 
  possesses the capacity for survival. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  33	
  Fenrin 
   
  This enormous grey and white wolf has glowing red eyes, deeply set 
  in the sockets above a slavering mouth. It stinks of fur and blood.  
  Fenrin                                                                    CR 9 
  XP 6,400 
  N Colossal animal (cold) 
  Init +4; Senses low-light vision, scent; Perception +14 
  DEFENSE 
  AC 23, touch 7, flat-footed 18 (+5 Dex, +16 natural, –8 
  size) 
  hp 119 (14d8+56) 
  Fort +13, Ref +13, Will +5 
  Immune cold 
  Weaknesses Vulnerability to fire 
  OFFENSE 
  Speed 100 ft. 
  Melee bite +18 (4d6+24/19-20 plus 1d6 bleed and trip) 
  Space 30 ft.; Reach 20 ft. 
  Special Attacks howl at the moon, pack tactics 
  STATISTICS 
  Str 42, Dex 19, Con 18, Int 2, Wis 13, Cha 11 
  Base Atk +10; CMB +42; CMD 56 
  Feats Blades Above And Below, Coordinated Charge, 
  Improved Critical (bite), Run, Skill Focus (Perception), 
  Skill Focus (Survival), Snapping Flank 
  Skills Perception +14, Survival +13 Racial Modifiers 
  +4 Survival when tracking via scent  
  SQ scent of blood 
  ECOLOGY 
  Environment any cold 
  Organization solitary or pack (3-20) 
  Treasure none 
  SPECIAL ABILITIES 
  Howl at the Moon (Ex) As a standard action a fenrin 
  can initiate a terrifying howl. Anyone within 60 feet must 
  make a successful DC 17 Will save or be frightened for 
  1d4 rounds. This is a sonic and mind-affecting fear effect. 
  A successful save means that the creature is immune to 
  that fenrin’s howl at the moon ability for 24 hours. The 
  save is Charisma-based.  
  Pack Tactics (Ex) Fenrin prefer travelling and hunting 
  in packs. Fenrin gain a +2 morale bonus to attack and 
  damage rolls against creatures they flank.  
  Scent of Blood (Ex) Once a fenrin has tasted blood, it 
  will seek out its prey as soon as possible. When trying to 
  track a creature that the fenrin has wounded, the fenrin 
  gains a +10 circumstance bonus to Survival checks. This 
  bonus lasts until the creature is fully healed. 
  A fully adult fenrin appear as massive, gaunt wolves, 
  constantly starved regardless of their recent meals. While 
  most are covered in matted grey or black fur, pack leaders 
  are often white specimens. 
   
  Fenrins are very particular with their hunts, generally 
  preferring to hunt giants, young white dragons and 
  kaiju. They typically ignore creatures of medium or 
  smaller sizes (not worth the effort), but when food is 
  scarce they eat any type of meat. 
   While a single fenrin is a menace to groups of 
  humanoids, a pack is extremely dangerous. Large packs 
  have laid waste to nations when larger prey goes 
  missing. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  34	
  Flytraphemoth 
   
  A flytrap the size of a tree, this massive plant drips yellow acid from 
  its cavernous maw.  
  Flytraphemoth                                                     CR 12 
  XP 19200 
  N Colossal plant  
  Init +8; Senses low-light vision, tremorsense 60 ft.; 
  Perception +10 
  DEFENSE 
  AC 23, touch 6, flat-footed 19 (+4 Dex, +17 natural, –8 
  size) 
  hp 201 (13d8+143)  
  Fort +21, Ref +8, Will +5 
  Immune mind-affecting effects, paralysis, poison, 
  polymorph, sleep, stun; Resist acid 20 
  OFFENSE 
  Speed 10 ft.  
  Melee 3 bites +17 (2d8+15 plus grab) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks consume 
  STATISTICS 
  Str 41, Dex 18, Con 33, Int 1, Wis 12, Cha 6 
  Base Atk +9; CMB +32 (+36 grapple); CMD 46 (can't 
  be tripped) 
  Feats Cleave, Great Fortitude, Improved Initiative, 
  Power Attack, Skill Focus (Stealth), Vital Strike, Weapon 
  Focus (bite) 
  Skills Perception +10, Stealth -1 
  ECOLOGY 
  Environment temperate swamps and jungles 
  Organization solitary, pair, or grove (3-6) 
  Treasure incidental 
  SPECIAL ABILITIES 
  Consume (Ex) If a flytraphemoth begins its turn with an 
  opponent at least two size categories smaller than itself 
  grappled in one of its mouths, it can close its jaws 
  completely around the foe by making a new combat 
  maneuver check (as though attempting to pin the foe). If 
  it succeeds, it engulfs the prey and inflicts 2d8+16 points 
  of damage and 2d6 acid damage as the cavity floods with 
  digestive enzymes. The seal formed is airtight, so an 
  engulfed creature risks suffocation. Engulf is a special 
  form of pinning, and an engulfed creature can escape in 
  the same way as it can from being pinned, but since an 
  engulfed creature is contained wholly inside the plant's 
  jaws, the flytraphemoth's victim cannot be targeted by 
  effects or attacks that require line of sight or line of effect. 
  A flytraphemoth that is grappling or pinning a foe cannot 
  attack other targets with that bite, but is not otherwise 
  hindered. 
   
  Flytraphemoths grow in dense jungle and swamps 
  where they can more easily camouflage against the 
  backdrop of undergrowth. Though they can uproot and 
  move about slowly, they prefer to wait for prey to 
  approach. Their favorite diet is monkeys, alligators, and 
  other smaller creatures that can do little but suffer slow 
  digestion once inside the plant’s mouth. 
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  35	
  Furnace Mother 
   
  This towering steel colossus looks like a bald dwarven woman 
  wielding a warhammer and chain, her glowing eyes and smoking 
  frame suggesting intense heat. 
  Furnace Mother                                                    CR 18 
  XP 153,600 
  N Colossal construct (fire) 
  Init +0; Senses darkvision 120 ft., low-light vision; 
  Perception +0 
  Aura fire (5 ft., 2d6 damage) 
  DEFENSE 
  AC 36, touch 2, flat-footed 36 (+34 natural, –8 size) 
  hp 206 (23d10+80), fast healing 30 
  Fort +7, Ref +7 Will +7 
  DR 20/adamantine; Immune construct traits, fire, 
  magic 
  Weaknesses Vulnerable to cold 
  OFFENSE 
  Speed 80 ft. 
  Melee +1 flaming warhammer +32/+27/+22/+17 
  (6d6+16+1d6 fire), chain +26 (2d8+16) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks mighty chain, smoking wounds 
  STATISTICS 
  Str 42, Dex 10, Con —, Int —, Wis 11, Cha 1 
  Base Atk +23; CMB +47; CMD +57 
  Languages Dwarven (can’t speak) 
  ECOLOGY 
  Environment Hills, mountains 
  Organization solitary 
  Treasure incidental (colossal +4 flaming warhammer) 
  SPECIAL ABILITIES 
  Immunity to Magic (Ex) The furnace mother is 
  immune to spells or spell-like abilities that allow spell 
  resistance. Certain spells and effects function differently 
  against her, as noted below. 
  • A magical attack that deals cold damage slows furnace 
  mother (as the slow spell) for 3 rounds, with no saving 
  throw. 
  • A magical attack that deals fire damage ends any slow 
  effect on the furnace mother and heals 1 point of 
  damage for each 3 points of damage the attack would 
  otherwise deal. If the amount of healing would cause 
  Furnace Mother to exceed her full normal hit points, 
  she gains any excess as temporary hit points. 
  Living Furnace (Ex) The furnace mother’s body is hot 
  to the touch, and any creature that comes into contact 
  with her body (but not her weapons) by making an 
  unarmed or natural attack takes 4d6 fire damage. 
  Mighty Chain (Ex) The furnace mother has a chain 
  natural attack (bludgeoning). If she hits a creature of huge 
  size or larger with her chain attack, as a swift action she 
  may immediately attempt to disarm, grapple, or trip the 
  target. If the furnace mother successfully grapples or trips 
  the target, she may immediately make a melee attack with 
  her hammer as a free action at her full attack bonus.  
  Smoking Wounds (Ex) When the furnace mother is 
  reduced to 50% or less of her total hit points, she emits 
  smoke from ruptured seams and joints. This smoke 
  surrounds her to a range of 40 ft., obscuring vision and 
  granting concealment (20% miss chance) to creatures 
  within it. Any creature which breathes in the area must 
  make a Fortitude save at the start of each round (DC 21) 
  or spend that round choking and coughing. A creature 
  who chokes in this way cannot speak and takes 2d6 points 
  of nonlethal damage. The save DC is Constitution-based. 
   
  The furnace mother was built to defend dwarven cities 
  against kaiju. Given that her enemies are rare, she 
  spends most of her time resting in the mountains, often 
  mistaken for a statue. She fights kaiju because she was 
  made to, and doesn’t care about collateral damage 
  unless it is dwarven. There is no known way of 
  controlling her, though she has been known to come to 
  the aid of dwarves threatened by kaiju. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  36	
  Grave Blob 
   
  This mass of fused corpses is a large as a house, with a thousand 
  arms, legs, and rotten heads emerging from its oozing bulk.  
  Grave Blob                                                             CR 1 
  XP 400 
  CE Colossal undead 
  Init –3 Senses tremorsense 30 ft.; Perception –3 
  DEFENSE 
  AC 3, touch –1, flat-footed 3 (–3 Dex, –8 size, +4 natural)  
  hp 25 (3d8+12) 
  Fort +4, Ref –2, Will +0 
  Defensive Abilities ooze-like Immune paralysis, 
  poison, polymorph, sleep effects, stunning, undead traits 
  OFFENSE 
  Speed 20 ft. 
  Melee slam –5 (2d8+1) 
  Space 30 ft.; Reach 5 ft. 
  STATISTICS 
  Str 12, Dex 5, Con —, Int —, Wis 4, Cha 16 
  Base Atk +2; CMB +11; CMD 18 (cannot be tripped) 
  Feats ToughnessB 
  ECOLOGY 
  Environment any 
  Organization solitary 
  Treasure standard 
  SPECIAL ABILITIES 
  Staggered (Ex) Grave blobs have poor reflexes and can 
  only perform a single move action or standard action each 
  round (it has the staggered condition.) A grave blobs can 
  move up to its speed and attack in the same round as a 
  charge action. 
  Ooze-like (Ex) Grave blobs are ooze-like masses of 
  corpses. They are immune to poison, sleep effects, 
  paralysis, polymorph, and stunning. They are blind (with 
  tremorsense), with immunity to gaze attacks, visual effects, 
  illusions, and other attack forms that rely on sight. They 
  are not subject to critical hits or flanking, and do not take 
  additional damage from precision-based attacks, such as 
  sneak attack. Grave blobs have no functional legs (though 
  they have hundreds of corpse legs) and cannot be tripped. 
   
  Grave blobs form when mass graves absorb 
  necromantic energy. Out lumber congealed heaps of 
  corpses, fused together by decay. These stinking piles of 
  flesh writhe with maggots, and leave putrid slime in 
  their wake. In the tangled mess of arms, bones, and 
  heads, it is impossible to tell where one corpse ends and 
  another begins. 
   Slow and mindless, grave blobs wander aimlessly 
  from their point of origin and attack any living creature 
  they detect. Despite their immense size and disturbing 
  appearance, they make for relatively easy prey. 
  Ordinary villagers destroy these monstrosities by simply 
  standing back and hurling stones. In many cases, the 
  clean-up is worse than fight itself.  
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  37	
  Greeneater 
   
  This immense green cube plods forward, carrying a forest’s worth of 
  rapidly dissolving detritus within its bulk.  
  Greeneater                                                             CR 6 
  XP 2,400 
  N Colossal ooze 
  Init +2; Senses blindsense 120 ft.; Perception –1 
  DEFENSE 
  AC –2, touch –2, flat-footed –2 (–4 Dex, –8 size)  
  hp 93 (11d8+44) 
  Fort +7, Ref –1, Will +2 
  Immune acid, ooze traits  
  OFFENSE 
  Speed 30 ft. 
  Space 30 ft.; Reach 0 ft. 
  Special Attacks engulf (DC 16, 6d6 acid plus 1 Dex 
  drain) 
  STATISTICS 
  Str 7, Dex 2, Con 19, Int 0, Wis 8, Cha 2 
  Base Atk +8; CMB +14; CMD 20 
  ECOLOGY 
  Environment forest 
  Organization solitary 
  Treasure Value incidental 
  SPECIAL ABILITIES 
  Engulf (Ex) A greeneater can engulf creatures in its path 
  as part of a standard action. It cannot make other attacks 
  during a round in which it engulfs. The creature merely 
  has to move over its opponents, affecting as many as it can 
  cover. Targeted creatures can make attacks of 
  opportunity against the creature, but if they do so, they 
  are not entitled to a saving throw against the engulf attack. 
  Those who do not attempt attacks of opportunity can 
  attempt a Reflex save to avoid being engulfed—on a 
  success, they are pushed back or aside (target’s choice) as 
  the creature moves forward. Engulfed opponents gain the 
  pinned condition, are in danger of suffocating, are 
  trapped within the creature’s body until they are no longer 
  pinned, and may be subject to other special attacks from 
  the creature. The save DC is Strength-based. 
  Greeneating 
  (Ex) 
  A 
  greeneater’s 
  acid 
  works 
  particularly well against vegetation. The ooze’s engulf 
  attack deals 6d8 acid damage against plants instead of 6d6 
  acid damage. 
   
  Greeneaters are colossal green oozes which subsist 
  primarily on plant life. They move slowly through the 
  forest at about a mile a day, consuming everything in 
  their paths. While animals and insects usually get out of 
  the 
  way, 
  vegetation 
  is 
  completely 
  obliterated. 
  Greeneaters leave huge, acid-scarred cross-crosses in 
  the lands they inhabit. 
   When attacked, greeneaters lunge forward with 
  surprising speed, and engulf enemies in their digestive 
  bulk. 
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  38	
  Griffohemoth 
   
  This enormous griffon, with the body of a lion and the wings and 
  head of an eagle, would tower over even an elephant.  
  Griffohemoth                                                         CR 7 
  XP 3,200 
  N Colossal magical beast  
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12 
  DEFENSE 
  AC 21, touch 3, flat-footed 20 (+1 Dex, +18 natural, –8 
  size) 
  hp 72 (5d10+45)  
  Fort +13, Ref +5, Will +4 
  OFFENSE 
  Speed 30 ft., fly 80 ft. (average)  
  Melee 2 talons +10 (2d8+6) 
  Space 30 ft.; Reach 25 ft. 
  Special Attacks pounce, rake (2 talons +10, 2d8+6) 
  STATISTICS 
  Str 34, Dex 13, Con 28, Int 5, Wis 13, Cha 8 
  Base Atk +5; CMB +25; CMD 36 (40 vs. trip) 
  Feats Iron Will, Skill Focus (Perception), Weapon Focus 
  (talon) 
  Skills Acrobatics +7, Fly –6, Perception +12; Racial 
  Modifiers +4 Acrobatics, +4 Perception 
  Languages Common (cannot speak) 
  SQ oversized 
  ECOLOGY 
  Environment temperate hills 
  Organization solitary, pair, or pride (6-10) 
  Treasure incidental 
  SPECIAL ABILITIES 
  Oversized (Ex) The griffohemoth is awkwardly 
  oversized, and cannot leverage his full strength. It only 
  adds half his strength modifier to damage rolls with 
  primary natural attacks. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Jealous of the majestic griffon riders of human 
  civilizations, giants and other large humanoids have 
  bred griffohemoths to take them to the skies. 
  Griffohemoths share many of the qualities of their 
  smaller descendants. They are effective aerial predators 
  of moderate intelligence, easy to train and loyal to their 
  masters. However, griffohemoths are rarely found in the 
  wild. The few feral griffohemoths that stalk the 
  countryside either escaped from captivity or were 
  released willingly by their owners. 
   Griffohemoths are more docile and subservient than 
  giffons due to years of selective breeding, but their sale 
  and training are seen as slavery by many cultures. 
  Nonetheless in some giant civilizations griffohemoth 
  eggs can be purchased for 6,000 gp and live young for 
  12,000 gp. Before it can be ridden in combat, a 
  griffohemoth must first be helpful toward its trainer. 
  After that, 6 weeks of practice and a successful DC 20 
  Handle Animal check is sufficient for the beast to be 
  comfortable with a rider. Given their intelligence, 
  trained griffons knowing every Handle Animal trick, 
  and may respond to simple requests made in Common. 
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  39	
  Gughemoth 
   
  The face of this immense monstrosity is split vertically by a rough 
  mouth, and its muscular arms fork in two at the elbows.  
  Gughemoth                                                          CR 14 
  XP 384,00 
  CE Colossal aberration  
  Init +0; Senses darkvision 60 ft.; Perception +27 
  DEFENSE 
  AC 28, touch 2, flat-footed 28 (+26 natural, –8 size) 
  hp 217 (15d8+150)  
  Fort +15, Ref +5, Will +12 
  Immune disease, poison 
  OFFENSE 
  Speed 40 ft., climb 20 ft.  
  Melee bite +22 (4d6+19), 4 claws +22 (2d8+19) 
  Space 30 ft.; Reach 35 ft. 
  Special Attacks terrible rending (2 claws, 2d8+19) 
  STATISTICS 
  Str 49, Dex 10, Con 30, Int 11, Wis 16, Cha 11  
  Base Atk +11; CMB +38; CMD 48 
  Feats Awesome Blow, Blind-Fight, Combat Reflexes, 
  Greater Bull Rush, Improved Bull Rush, Lunge, Power 
  Attack, Skill Focus (Perception) 
  Skills Climb +21, Escape Artist +10, Knowledge 
  (dungeoneering) +10, Perception +27, Stealth +8, 
  Survival +21; Racial Modifiers +4 Escape Artist, +8 
  Stealth 
  Languages Undercommon 
  SQ compression 
  ECOLOGY 
  Environment any underground 
  Organization solitary, pair, or camp (3-10) 
  Treasure standard 
  SPECIAL ABILITIES 
  Terrible Rending (Ex) This works just like the rend 
  monster ability, except that the gughemoth deals damage 
  to the target’s armor instead of the target. If the target is 
  not wearing armor, or if the armor is already broken, then 
  the gughemoth deals damage to the target. 
   
  In the foul depths of the world, gugs sometimes grow 
  into gughemoths. These misshapen colossi roam 
  ancient underground cities and forgotten mines, 
  searching for prey with cold and unblinking eyes. 
  Despite their size, gughemoths move with an eerie 
  grace, each footfall quiet as cloth on stone. They often 
  surprise their prey by moving to within inches before 
  attacking. 
   Each limb of a gughemoth seems malleable, each 
  socket able to dislocate and distend as needed. The 
  gughemoth can crawl through corridors that should be 
  too tight for such a gigantic creature. In the halls 
  beneath the earth they scavenge for food, including 
  fungi, rotten corpses, and even undead flesh. 
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  40	
  Gurrgg 
   
  Large spots within this massive gelatinous creature mimic dead black 
  eyes and betray its malevolence.  
  Gurrgg                                                                 CR 17 
  XP 102,400 
  CE Colossal ooze 
  Init –2; Senses blindsight 120 ft., Perception +29 
  DEFENSE 
  AC 0, touch 0, flat-footed 0 (–2 Dex, –8 size) 
  hp 377 (26d8+260); fast healing 10 
  Fort +20, Ref +6, Will +15 
  Defensive Abilities split (piercing or slashing; 70 hp); 
  DR 15/—; Immune acid, ooze traits; Resist cold 30, 
  fire 30 
  OFFENSE 
  Speed 80 ft., swim 40 ft. 
  Melee 2 slams +27 (3d8+16/19–20 plus 5d6 acid) 
  Space 30 ft.; Reach 40 ft. 
  Special Attacks cresting wave, digesting effluvia, engulf 
  (DC 23, 6d6 acid and digesting effluvia), ooze spray 
  STATISTICS 
  Str 42, Dex 7, Con 30, Int 3, Wis 25, Cha 18 
  Base Atk +19; CMB +43 (+45 bull rush, +47 sunder); 
  CMD 51 (53 vs. bull rush or sunder, can't be tripped) 
  Feats Awesome Blow, Critical Focus, Deadly FinishUC, 
  Great Fortitude, Greater Sunder, Improved Bull Rush, 
  Improved Critical (slam), Improved Great Fortitude, 
  Improved Sunder, Power Attack, Skill Focus (Perception), 
  Staggering Critical, Stunning Critical 
  Skills Acrobatics +8 (+28 when jumping), Perception 
  +29, Swim +24; Racial Modifiers +20 Acrobatics 
  when jumping 
  ECOLOGY 
  Environment any 
  Organization solitary or pair 
  Treasure incidental 
  SPECIAL ABILITIES 
  Cresting Wave (Ex) Once every 1d6+1 rounds, as a 
  full-round action that does not incur attacks of 
  opportunity, a gurrgg can charge and engulf all creatures 
  in its path and within its reach. Victims that fail a DC 23 
  Reflex save are carried along with the gurrgg and take 
  15d6 points of bludgeoning damage and 6d6 points of 
  acid damage; otherwise, they are pushed back or aside 
  (target’s choice). The save DC is Dexterity-based and 
  includes a +2 racial bonus. 
  A split gurrgg cannot use this ability until it is restored to 
  maximum hp. 
  Digesting Effluvia (Ex) A gurrgg forces victims to 
  ingest the acidic material inside it by engulfing them or 
  spraying them with ooze. 
  Ooze spray or engulf—ingested; save Fort DC 33, frequency 
  1/round for 10 rounds; effect 3d6 acid and 2d4 Con; cure 3 
  consecutive saves. Creatures killed by digesting effluvia 
  become gray oozes. A gurrgg can absorb a gray ooze as a 
  free action by moving into the gray ooze’s space. It heals 
  itself by an amount equal to the gray ooze’s hp. 
  Engulf (Ex) A gurrgg’s engulf ability works as per the 
  typical engulf ability, but the save DC is Dexterity-based 
  and includes a +2 racial bonus. 
  Ooze Spray (Ex) As a full-round action, a gurrgg ejects 
  a 40-foot cone of its inner material, which deals 20d6 
  points of acid damage (DC 33 Reflex halves) to all 
  creatures within the cone. Regurgitating this mass deals 
  the gurrgg 20 damage. Creatures that fail their saves are 
  subject to the ooze’s digesting effluvia. The save DC is 
  Constitution-based. 
  Split (Ex) Slashing and piercing weapons deal no 
  damage to a gurrgg. Instead, it splits into two identical 
  gurrggs, each with half the original creature’s hit points. 
  A gurrgg with 70 hp or less cannot be further split and dies 
  if reduced to 0 hp. A gurrgg’s fast healing is halved 
  (minimum 1) each time it is split. If a split gurrgg reaches 
  its maximum hp (typically 377), it regains fast healing 10. 
   
  Rumored to have spawned within the foulest recesses of 
  the Abyss, gurrggs live only to consume flesh. They 
  force their corrosive fluid into their victims, allowing the 
  fluid to dissolve victims from the inside. 
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  41	
  Harbinger of Time 
   
  The very air around this massive grey cube seems to wilt and die, 
  turned to ash and dust by the rapid passing of millennia.  
  Harbinger of Time                                               CR 40 
  XP 314,572,800 
  N Colossal Ooze 
  Init +18 Senses all-seeing, blindsight, true-seeing; 
  Perception +45 
  Auras aura of age (1 mile, DC 42), aura of entropy (1 
  mile, DC 42), aura of frailty (1 mile), aura of senility (1 
  mile, DC 42) 
  DEFENSE 
  AC 60, touch 40, flat-footed 42 (+18 Dex, +20 natural 
  armor, +20 deflection, –8 size)  
  hp 1375hp (50d8+1150); regeneration 50 
  Fort +39, Ref +34, Will +36 
  DR 15/epic; Immune ability damage, ability drain, 
  bleed, disease, energy drain, mind-affecting effects, ooze-
  traits, paralysis, petrification, poison, polymorph; SR 51 
  OFFENSE 
  Speed 30 ft. 
  Space 30 ft., Reach 30 ft. 
  STATISTICS 
  Str 45, Dex 46, Con 56, Int —, Wis 51, Cha 24 
  Base Atk +37; CMB +62; CMD 110 
  Languages None 
  SQ all-seeing, eternal, stare into the abyss, otherworldly 
  flesh 
  ECOLOGY 
  Environment any 
  Organization solitary 
  Treasure Value none 
  SPECIAL ABILITIES 
  All-Seeing (Ex) The Harbinger has a +20 racial bonus 
  to perception checks, and may see ethereal creatures as if 
  they were corporeal. 
  Aura of Age (Ex) A creature within the Harbinger's aura 
  of age must make a Fortitude save at the start of the 
  creature’s turn or suffer 10d6 damage and age 1d12 years 
  (DC 42). A successful Fortitude save halves this damage 
  and halves the amount of aging. The save DC is 
  Charisma-based. 
  Unattended objects and plants within the aura age 10 
  years every round (100 years every minute, six millennia 
  every hour, and a million years every week). Regardless of 
  the object, everything is ground to dust eventually under 
  the ravages of time. 
  Aura of Entropy (Ex) A creature within the Harbinger's 
  aura of entropy must make a Reflex save at the start of the 
  creature’s turn or suffer 10d6 damage, become 
  permanently blind and deaf, and become staggered for 1 
  round. A successful Reflex save (DC 42) halves this 
  damage and prevents the blindness, deafness, and 
  staggered effect. The save DC is Charisma-based. 
  Aura of Frailty (Ex) The Harbinger possesses 
  thousands of roaming tentacles which it stores in pocket 
  dimensions. When it makes attacks, it momentarily blinks 
  them into existence and then returns them to storage. The 
  Harbinger adds twice its Strength modifier on each 
  damage roll. 
  Each creature within the aura of frailty is attacked three 
  times at the start of that creature’s turn. 
  Targets are flatfooted against the first attack, as though 
  attacked unprepared in a surprise round (targets who 
  would not be flatfooted during a surprise round are not 
  flatfooted against this attack): +46 (4d8+34 plus 1d4 
  Dex drain plus 1d4 Wis drain). 
  The second attack is made as an incorporeal touch 
  attack: +46 (4d8+34 plus 1d4 Str drain plus 1d4 Cha 
  drain). 
  The third attack is made against the target’s full AC: 
  +46 (4d8+34 plus 1d4 Con drain plus 1d4 Int drain). 
  Aura of Senility (Ex) A creature within the Harbinger's 
  aura of senility must make a Will save at the start of the 
  creature’s turn (DC 42). If the creature fails the Will save, 
  it is confused for 1d4 rounds, loses 3d6 spell slots of its 
  choice, and is the target of three targeted dispel magic spells 
  (CL 50). The save DC is Charisma-based. 
  Eternal (Ex) The Harbinger’s regeneration cannot be 
  suppressed by any means. As long as the creature is at 
  negative hit points its auras are suppressed. 
  Natural Teleportation (Ex) As a move action, the 
  harbinger may teleport to any location in the universe as 
  if using interplanetary teleport. It uses this ability sporadically 
  and without warning when not in combat, sometimes 
  remaining sedentary for thousands of years, and other 
  times blinking to hundreds of locations within the course 
  of a few minutes. 
  In combat, the harbinger will stay its ground as long as all 
  aggressors are within its auras. If an aggressor attacks from 
  outside the aura, the harbinger readjusts to include the 
  aggressor within its auras. This is an extraordinary ability, 
  and is not suppressed by antimagic field or similar. 
  Otherworldly Flesh (Ex) The Harbinger gains a 
  deflection bonus to its AC equal to its natural armor 
  bonus. 
  Stare Into the Abyss (Ex) The closer a creature is to 
  the Harbinger, the more difficult it is to resist inevitable 
  death. Creatures within 500 feet of the harbinger suffer a 
  –2 penalty on saves against the harbinger's auras of age, 
  entropy, and senility. This penalty increases to –4 for 
  creatures within 100 feet, and –6 for creatures within 30 
  feet. 
   
  The Harbinger of Time is perhaps the most terrifying 
  being in all of creation, excluding the gods themselves. 
  Its origins are unknown: perhaps some strange 
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  42	
  consequence of the eddies of reality, perhaps a terrible 
  curse by a long forgotten god, perhaps a natural 
  consequence of the laws of the universe as fundamental 
  as gravity. Whatever the case, the Harbinger personifies 
  the most destructive force of nature. 
   It appears as a massive grey cube, slightly simmering 
  and translucent. It makes no visible moves, does not 
  speak, and does not appear to comprehend its 
  surrounding or its own existence. It simply grinds the 
  world around it to dust under the inevitable weight of 
  time. For a mile in all directions, it ages the world by a 
  hundred years every minute. As a result, the Harbinger 
  is often found standing sentinel in a desolate field of 
  flattened dust, the result of billions of millennia of 
  entropic decay. 
   The Harbinger’s defenses seem more automatic than 
  intentional, and its purpose is completely unknowable. 
  It teleports to seemingly random destinations in the 
  multiverse, sometimes traveling several times a minute 
  (in so far as such measurements can apply), and 
  sometimes only once a millennium. 
   The gods are known to avoid the Harbinger. With 
  enough time, even the divine can die. 
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  43	
  Hippopotamuhemoth 
   
  This bulbous, shiny pink hippo might be funny if it weren’t for his 
  overwhelming size and tusks the size of tree trunks.  
  Hippopotamuhemoth                                          CR 12 
  XP 19200 
  N Colossal animal  
  Init +3; Senses low-light vision; Perception +12 
  DEFENSE 
  AC 26, touch 1, flat-footed 26 (–1 Dex, +25 natural, –8 
  size) 
  hp 189 (14d8+126)  
  Fort +18 (+20 vs. nonmagical diseases), Ref +8, Will +7 
  Defensive Abilities sweat 
  OFFENSE 
  Speed 50 ft., swim 30 ft. 
  Melee bite +19 (4d8+21/19-20 plus grab) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks capsize, trample (4d8+21, DC 30) 
  STATISTICS 
  Str 45, Dex 8, Con 28, Int 2, Wis 13, Cha 5 
  Base Atk +10; CMB +35 (+39 grapple); CMD 44 (48 
  vs. trip) 
  Feats Diehard, Endurance, Improved Critical (bite), 
  Improved Initiative, Iron Will, Power Attack, Skill Focus 
  (Perception) 
  Skills Perception +12, Stealth –8 (+2 underwater), Swim 
  +17; Racial Modifiers +10 Stealth underwater 
  SQ hold breath 
  ECOLOGY 
  Environment warm rivers 
  Organization solitary or bloat (2-8) 
  Treasure none 
  SPECIAL ABILITIES 
  Sweat (Ex) A hippopotamuhemoth’s reddish sweat 
  protects it from nonlethal damage from hot environments, 
  and grants it a +2 racial bonus on saving throws against 
  nonmagical disease. 
   
  Hippopotamuhemoths wade in warm, deep rivers, and 
  are often mistaken for sand bars or sunken ships. While 
  those who have never seen the beasts might think them 
  cute and innocuous, merchants and sailors know better. 
  Hippopotamuhemoths are incredibly bad tempered, 
  shockingly fast on land, and one of the main causes of 
  shipwrecks and death on highly trafficked tropical 
  rivers. 
   The creatures go out of their way to utterly obliterate 
  any vessel which even thinks about bothering them. 
  Given their preferred relaxation spots deep in muddy 
  waters, they are extremely difficult to spot ahead of 
  time. As a result, it is almost impossible to give them a 
  wide berth. A bloat of hippopotamuhemoths may take 
  up a tight bend in a river, destroy dozens of cargo 
  vessels, and then block the trade route for weeks until 
  they move on. 
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  44	
  Hokkamus, Patriarch of Waterfowl 
   
  Collages of mismatching feathers, splotches of refuse, and a jagged, 
  fierce-looking beak are the most distinctive features of this foul beast. 
  Hokkamus, Patriarch of Waterfowl                      CR 12 
  XP 19,200 
  N Colossal animal 
  Init +7; Senses low-light vision, scent; Perception +13 
  Aura stench (50 feet, DC 24, 10 rounds) 
  DEFENSE 
  AC 26, touch 6, flat-footed 22 (+3 Dex, +1 dodge, +30 
  natural, –8 size) 
  hp 175 (14d8+112) 
  Fort +16, Ref +12, Will +7 
  Defensive Abilities putrid plumage (DC 24) 
  OFFENSE 
  Speed 70 ft., fly 120 ft. (poor), swim 100 ft. 
  Melee bite +20 (4d6+18 plus grab), 2 wings +18 (2d8+9) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks swallow whole (8d6 acid damage, AC 
  25, 18 hp) 
  STATISTICS 
  Str 46, Dex 17, Con 24, Int 2, Wis 15, Cha 7 
  Base Atk +10; CMB +36 (+40 grapple); CMD 50 
  Feats 
  Endurance, 
  Dodge, 
  Improved 
  Initiative, 
  Multiattack, Run, Skill Focus (Fly), Toughness 
  Skills Fly +0, Perception +13, Swim +24 
  SQ aquatic cleansing 
  ECOLOGY 
  Environment temperate forest/jungle  
  Organization solitary 
  Treasure none  
  SPECIAL ABILITIES 
  Aquatic Cleansing (Ex) Whenever Hokkamus entirely 
  immerses himself in a body of water (or is subject to a 
  fitting amount of attacks with the water descriptor, at the 
  GM’s discretion), his filth washes away. Hokkamus loses 
  his stench and putrid plumage abilities, and his flight 
  maneuverability increases to average. This increases his 
  Fly skill bonus to +4. These changes last for 24 hours. 
  However, the body of water becomes contaminated, and 
  all creatures who drink from it within the next 1d3 months 
  are subjected to the modified strain of filth fever described 
  in Hokkamus’ putrid plumage ability. 
  Putrid Plumage (Ex) Hokkamus’ plumage is so 
  covered in filth and waste that even to touch it is to 
  become overcome with disease. Any creature who strikes 
  Hokkamus with a natural attack or unarmed strike must 
  make a successful DC 24 Fortitude save or contract filth 
  fever. This functions as the disease, but the DC on saving 
  throws against it is 24. Putrid plumage can only be 
  triggered once per round, and a creature who has already 
  contracted Hokkamus’ variant filth fever need make no 
  more Fortitude saving throws. The save DC is 
  Constitution-based. 
   
  Some waterfowl are cute creatures. Some are sweet and 
  kind towards those that show them affection. Some are 
  smart, and can even be trained like a pet. The majority, 
  however, are not. They are rude, crude, and overall 
  mean creatures. They peck, they bully, they kill and 
  they maim. There is a rare breed of waterfowl that 
  embodies these hateful qualities. Only one has been 
  recorded in the wild, and this one is known to sages as 
  Hokkamus, Patriarch of Waterfowl. 
   Hokkamus cares nothing for kindness and affection - 
  he is a wild beast, one that refuses to be tamed by any 
  sort of master. He wrecks villages simply because they 
  are in his way, and poisons water supplies because he 
  feels he needs a bath. He often bathes as well, as he 
  gathers his own refuse across his plumage to warn other 
  creatures that he approaches. The so-called Patriarch is 
  rarely accosted by any other sort of animal - he is feared 
  and respected in whatever is his territory at the time. 
   Strangely, only one of Hokkamus’ kind has been 
  recorded in the wild. This puzzles researchers, as if he 
  is any indicator, then it would not be hard to find 
  another of his kind based on the path of destruction in 
  his wake. In any case, he has been alive for hundreds of 
  years at least - and while he is a curious creature to 
  study, any who attempt to do so up close should exercise 
  extreme caution. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  45	
  Hungry Cloud 
   
  An immense green cloud boils forward, the fleeting images of corpses 
  and decay implied with every bizarre eddy.  
  Hungry Cloud                                                       CR 6 
  XP 2,400 
  N Colossal ooze 
  Init -3; Senses Perception -5 
  Aura bewitching brume (10 ft., DC 8) 
  DEFENSE 
  AC –1, touch –1, flat-footed –1 (–3 Dex, –8 size) 
  hp 59 (7d8+28) 
  Fort +6, Ref –1, Will –3 
  Defensive Abilities gaseous, negative energy affinity; 
  DR 10/magic; Immune acid, electricity, ooze traits, 
  sonic; Resist cold 10 
  Weaknesses vulnerable to wind 
  OFFENSE 
  Speed fly 15 ft. (perfect) 
  Melee –3 touch (6d6 negative energy) 
  Space 30 ft.; Reach 15 ft. 
  Special Attacks enveloping mists (DC 17, 3d6 negative 
  energy and staggered) 
  STATISTICS 
  Str —, Dex 4, Con 18, Int —, Wis 1, Cha 1 
  Base Atk +5; CMB +13; CMD 20 (can't be tripped) 
  ECOLOGY 
  Environment any temperate  
  Organization solitary, pair, or bank (3-10) 
  Treasure none  
  SPECIAL ABILITIES 
  Bewitching Brume (Su) Any creature within 10 feet of 
  a hungry cloud or currently being affected by its 
  enveloping mists must succeed on a DC 8 Will save at the 
  start of that creature's turn or become shaken for 1 round 
  at the half-glimpsed shapes of phantoms floating within 
  the fog. This is a mind-affecting fear effect. The save DC 
  is Charisma-based. 
  Enveloping Mists (Ex) A hungry cloud can engulf foes. 
  A creature engulfed by a hungry cloud does not gain the 
  pinned condition and may move normally—such a 
  creature is not in danger of suffocating, but as long as it 
  begins its turn engulfed, it is staggered in addition to the 
  damage the attack causes. The save DC to avoid the 
  enveloping mists is Constitution-based. 
  Gaseous (Ex) A hungry cloud has a body composed of 
  eerie mist. It can pass through small holes or narrow 
  openings, even mere cracks, but cannot enter water or 
  other liquid. It has no Strength score, and cannot 
  manipulate objects as a result. 
  Vulnerable to Wind (Ex) A hungry cloud is treated as 
  a Tiny creature for the purposes of determining the effects 
  high wind has upon it. 
   
  Hungry clouds form at the confluence of many hungry 
  fogs. These sentient mists are infused with negative 
  energy, and drawn to areas of negative energy often 
  visited by the living (such as graveyards). Hungry clouds 
  have been seen floating across oceans near great battles 
  or shipwrecks. However, they are blown about with the 
  wind and often find themselves lost far from their 
  intended destination. 
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  46	
  Hydrahemoth (5-Headed) 
   
  This immense golden hydra struggles to lift five overgrown heads, and 
  its bulky body seems poorly proportioned. 
  Hydrahemoth (5-Headed)                                      CR 6 
  XP 2400 
  N Colossal magical beast  
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10 
  DEFENSE 
  AC 18, touch 3, flat-footed 17 (+1 Dex, +15 natural, –8 
  size) 
  hp 67 (5d10+40) fast healing 5 
  Fort +12, Ref +7, Will +3 
  OFFENSE 
  Speed 20 ft., swim 20 ft.  
  Melee 5 bites +6 (1d8+5) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks pounce 
  STATISTICS 
  Str 30, Dex 12, Con 26, Int 2, Wis 11, Cha 9  
  Base Atk +5; CMB +23; CMD 34 (can't be tripped) 
  Feats Combat Reflexes, Iron Will, Lightning Reflexes 
  Skills Perception +10, Swim +13; Racial Modifiers 
  +2 Perception 
  SQ hydra traits, regenerate head, weak neck 
  ECOLOGY 
  Environment temperate marshes 
  Organization solitary 
  Treasure standard 
  SPECIAL ABILITIES 
  Fast Healing (Ex) A hydra's fast healing ability is equal 
  to its current number of heads (minimum fast healing 5). 
  This fast healing applies only to damage inflicted on the 
  hydra's body. 
  Hydra Traits (Ex) A hydra can be killed by severing all 
  of its heads or slaying its body. Any attack that is not an 
  attempt to sever a head affects the body, including area 
  attacks or attacks that cause piercing or bludgeoning 
  damage. To sever a head, an opponent must make a 
  sunder attempt with a slashing weapon targeting a head. 
  A head is considered a separate weapon with hardness 0 
  and hit points equal to the hydra's HD. To sever a head, 
  an opponent must inflict enough damage to reduce the 
  head's hit points to 0 or less. Severing a head deals damage 
  to the hydra's body equal to the hydra's current HD. A 
  hydra can't attack with a severed head, but takes no other 
  penalties. 
  Regenerate Head (Ex) When a hydra's head is 
  destroyed, two heads regrow in 1d4 rounds. A hydra 
  cannot have more than twice its original number of heads 
  at any one time. To prevent new heads from growing, at 
  least 5 points of acid or fire damage must be dealt to the 
  stump (a touch attack to hit) before they appear. Acid or 
  fire damage from area attacks can affect stumps and the 
  body simultaneously. A hydra doesn't die from losing its 
  heads until all are cut off and the stumps seared by acid or 
  fire. 
  Weak Necks (Ex) The immense weight of the 
  hydrahemoth’s head prevents effective attacks. The 
  hydrahemoth only adds half his attack modifier on 
  damage rolls, and his bite attacks deal damage as if they 
  belonged to a creature two sizes smaller. 
   
  The hydrahemoth is a massively overgrown hydra, a 
  creature in which the regenerative properties of the 
  heads have extended to its entire bulk. Despite their 
  similarities to dragons, hydrahemoths are no more 
  intelligent than a bear or wolf. They are dull predators, 
  and wander swamps are marshes in search of prey. 
   Unfortunately, 
  hydrahemoths 
  are 
  badly 
  proportioned, and have a difficult time maneuvering 
  their gigantic heads and bodies. Unable to chase large 
  prey or effectively attack, many hydrahemoths simply 
  die of starvation after their gigantism has taken root. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  47	
  Ironbark Tree 
   
  The grating of iron plates can be heard as this colossal tree moves. 
  Knotted roots as thick as a man split its base. 
  Ironbark Tree                                                        CR 7 
  XP 3,200 
  N Large plant 
  Init –1; Senses low-light vision; Perception +11 
  DEFENSE 
  AC 11, touch 1, flat-footed 11 (–1 Dex, –8 size, +10 
  natural) 
  hp 95 (10d8+50); fast healing 5 
  Fort +12, Ref +2, Will +6 
  DR 10/adamantine; Immune plant traits 
  Resist electricity 5, fire 5 
  OFFENSE 
  Speed 10 ft. 
  Melee 2 slams +9 (2d8+10) 
  Ranged rock throwing –1 (2d8+10) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks rock throwing (60 ft.), toss 
  STATISTICS 
  Str 30, Dex 8, Con 20, Int 8, Wis 16, Cha 10 
  Base Atk +7; CMB +25; CMD +34 
  Feats Greater Sunder, Improved Sunder, Power Attack, 
  Skill Focus (Knowledge [nature]), Throw Anything 
  Skills Knowledge (nature) +7, Perception +11 
  Languages Sylvan 
  ECOLOGY 
  Environment any forest 
  Organization solitary or pair 
  Treasure standard (collection of metal ores and gems) 
  SPECIAL ABILITIES 
  Rooted (Ex) Over the course of a minute, an ironbark 
  tree may root itself to the ground. During this process it 
  cannot take another action except to stop the process and 
  uproot itself. While rooted the tree, gains tremorsense 100 
  ft., but is immobile. It cannot be tripped and gains a +8 
  to its CMD against bull rush or reposition attempts. It 
  may uproot itself as a full round action. 
  Toss (Ex) As a standard action, an ironbark tree may toss 
  a Large or smaller creature within reach with a combat 
  maneuver check. If the maneuver is successful, the 
  ironbark tree throws the creature as through the rock 
  throwing special ability. If the thrown creature strikes 
  another creature or object, both the thrown creature and 
  the target take damage. On a miss the thrown creature 
  takes half damage. The thrown creature lands prone in 
  the closest empty space to the target. 
   
  Ironbark trees wander, constantly seeking the iron 
  deposits which they use to defend themselves. They can 
  sometimes be found rooted on ancient battlegrounds, 
  harvesting iron from the long buried weapons and 
  armor of the dead.  
   It is possibly to barter with ironbark trees, gaining 
  their services through payments of ore. Many druids 
  will tend ironbark trees to defend ancient groves and 
  places of import to the forest. 
   An ironbark tree is the most common variety of metal 
  bark trees, primarily because it is the least hunted for 
  the metal that plates its bark. 
   
  Variants 
   
  Gold Leaf Tree (CR +1) 
  This tree forgoes plating its bark and instead plates its 
  leaves in gold. It loses its hardness and resistances. It gains 
  the gold leaf defensive ability and the sun shaping special 
  ability. 
  Gold Leaf (Ex) The first time each round a gold leaf 
  tree is dealt bludgeoning damage, gold leaves are 
  shaken from the canopy of the tree. As these leaves fall 
  they glitter and shine in the light, distracting nearby 
  enemies. All creatures within 30 ft. of the tree must 
  make a DC 20 Will save or be fascinated for 1d4 rounds. 
  On a successful save, the creatures are dazzled for 1 
  round. A gold leaf tree may use this ability as a move 
  action, but only if it has not had its leaves shaken from 
  it this round. The save DC is Constitution-based. 
  Sun Shaping (Ex) A gold leaf tree may focus sunlight 
  through its leaves. As a standard action a gold leaf tree 
  fires 2 rays of searing light at any creature within 100 ft. 
  Both rays must be aimed at targets within 30 feet of each 
  other. These are ranged touch attacks. If a ray hits, it 
  explodes into powerful motes of light which deal 5d4 
  fire damage. Targets struck by a ray must make a DC 
  20 Reflex save or become blinded for 1 round. A 
  dazzled creature suffers a –4 penalty on this Reflex save. 
  The save DC is Constitution-based. This ability only 
  functions in bright and normal light. 
   
  Mithral Rooted Tree (CR +2) 
  The mithral rooted tree is an ambush predator variant of 
  the iron bark tree, preferring to actively acquire its 
  fertilizer in the form of adventurer’s armor. 
  This tree plates the exposed, lower section, of its trunk and 
  roots in mithral. Its hardness changes to 5/adamantine. It 
  also gains the nimble roots ability, and its base movement 
  speed changes to 20 ft. 
  Nimble Roots (Ex) The ground within 30 ft. of a 
  mithral root tree is blanketed in thick metallic roots that 
  seem to writhe beneath the feet of those who step on 
  them. While the mithral root tree is rooted, all ground 
  within 30 ft. of the tree is considered difficult terrain. A 
  mithral rooted tree may make a grapple check against 
  any creature that moves over its roots as an immediate 
  action. 
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  48	
  Wooden Suffocation (Ex) A rooted mithral tree 
  gains swallow whole (1d8 +5 bludgeoning, AC 15, 10 
  HP). This health pool has DR 5/adamantine. When a 
  mithral rooted tree grapples a foe with its vines, the tree 
  does not gain the grappled condition. A mithral rooted 
  tree that uses swallow whole transfers a grappled 
  creature to within its root system. Each swallowed 
  creature encounters a different swallow whole health 
  pool. 
   
  Adamantine Bark Tree (CR +1) 
  This extremely rare variant of the ironbark tree is not 
  found in nature, but is cultivated over hundreds of years 
  by druidic enclaves. It gains hardness 15/– and fast 
  healing 10. Its attacks count as adamantine for the 
  purpose of bypassing damage reduction. 
   
  Withered Ironbark Tree (CR +1) 
  This twisted tree grows on blighted land and became 
  infused with the negative energies found there. Instead of 
  looking for iron deposits this tree harvests iron from the 
  blood of those it kills. A withered ironbark tree is Neutral 
  Evil, and loses its fast healing ability. It also gains the 
  splinter and blood drinking special ability. 
  Blood Drinking (Ex) The roots of a withered 
  ironbark tree quickly absorb any blood spilled nearby, 
  invigorating the tree. While the withered ironbark tree 
  is rooted, any bleed damage dealt within 30 ft. of the 
  tree heals the ironbark for the same amount. Any 
  creature with blood that dies within 30 ft. of the tree 
  heals the tree for 1d6 hp per HD of the dead creature. 
  Splinter (Ex) The wood of the withered ironbark is 
  decomposing and desiccated. Any creature that attacks 
  a withered ironbark tree with natural or unarmed 
  attacks, or that is hit by the trees slam attacks, takes an 
  additional 1d4 points of slashing damage and 1d4 bleed 
  damage.  
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  49	
  Jellyhemoth 
   
  A gigantic milky jellyfish floats in the water, its sprawling tendrils 
  spreading for almost a hundred feet from end to end. 
  Jellyhemoth                                                          CR 10 
  XP 9,600 
  N Colossal vermin (aquatic) 
  Init +1; Senses darkvision 60 ft.; Perception +0 
  Aura cloud of tentacles (40 ft.) 
  DEFENSE 
  AC 15, touch 3, flat-footed 14 (+1 Dex, –8 size, +12 
  natural) 
  hp 148 (9d8+108)  
  Fort +18, Ref +4, Will +3  
  Defensive Abilities amorphous; DR 10/piercing or 
  slashing; Immune mind-affecting effects  
  OFFENSE 
  Speed swim 20 ft.  
  Melee 4 tentacles +14 (2d8+16 plus poison and grab) 
  Space 30 ft.; Reach 40 ft. 
  STATISTICS 
  Str 42, Dex 13, Con 34, Int —, Wis 11, Cha 1 
  Base Atk +6; CMB +30; CMD 41 (can't be tripped) 
  Skills Swim +18 
  SQ compression, waterbound 
  ECOLOGY 
  Environment any oceans 
  Organization solitary, pack (2-5), or bloom (6-12) 
  Treasure None 
  SPECIAL ABILITIES 
  Cloud of Tentacles (Ex) A jellyhemoth is surrounded 
  by a cloud of floating tentacles. It does not make attacks 
  of opportunity. If a creature ends its round within the 
  cloud of tentacles, the jellyhemoth makes a single tentacles 
  attack against it. 
  Poison (Ex) Tentacles-injury; save Fort DC 24; 
  frequency 1/round for 6 rounds; effect staggered 1 round 
  and 1d4 Con damage; cure 2 consecutive saves. The save 
  DC is Constitution based and includes a –4 racial penalty. 
  Waterbound (Ex) A jellyhemoth lacks the strength to 
  move its tendrils above the waterline. It can only make 
  attacks below water, and its aura only extends below 
  water. 
   
  The jellyhemoth is a massive jellyfish with tentacles that 
  spread almost a hundred feet from end to end. It is slow 
  and mindless, but capable of consuming whales whole 
  should the creatures be foolish enough to get caught in 
  the translucent tendrils. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  50	
  Jotnar 
   
  This massive troll grimaces through a painful limp, his gigantic body 
  covered in cancerous tumors. 
  Jotnar                                                                     CR 8 
  XP 4,800 
  CE Colossal humanoid (giant) 
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8 
  DEFENSE 
  AC 20, touch 3, flat-footed 19 (+1 Dex, +17 natural, –8 
  size) 
  hp 99 (6d8+72); regeneration 5 (acid or fire) 
  Fort +17, Ref +3, Will +3  
  OFFENSE 
  Speed 30 ft.  
  Melee bite +13 (4d6+17), 2 claws +13 (2d8+17) 
  Space 30 ft.; Reach 30 ft. 
  STATISTICS 
  Str 45, Dex 12, Con 35, Int 6, Wis 9, Cha 6  
  Base Atk +4; CMB +29; CMD 40 
  Feats Intimidating Prowess, Iron Will, Skill Focus 
  (Perception) 
  Skills Intimidate +15, Perception +8 
  Languages Giant 
  ECOLOGY 
  Environment cold mountains 
  Organization solitary or gang (2-4) 
  Treasure standard 
  SPECIAL ABILITIES 
  Staggered (Ex) Jotnar have poor reflexes and can only 
  perform a single move action or standard action each 
  round (it has the staggered condition.) A jotnar can move 
  up to its speed and attack in the same round as a charge 
  action. 
  Fear of Death (Ex) Jotnars’ lives are filled with pain, but 
  they fear death all the same. Using fire or acid grants a +5 
  bonus on Intimidate checks against jotnar. If a jotnar is 
  aware of an open flame or acid within 30 feet at the start 
  of his turn, it must make a successful DC 18 Will save or 
  become shaken until the flame or acid is removed.  
   
  Jotnar are trolls made immense by overactive 
  regeneration. Unable to suppress their own healing, 
  they grow huge, misshapen, and cancerous. A jotnar’s 
  body is covered in leaking tumors and malformed 
  growths. Its limbs are often uneven, and its flesh is a 
  patchwork of bulging masses. A jotnar only stops 
  growing when the pressure of gravity is enough to 
  counteract its rampant enlargement. 
   These malformations cause the jotnar significant 
  pain. Tumors and other malignancies pull at the 
  jotnar’s skin, or rip off to leave corrupted scars. Within 
  its body, growths push against vital organs and nerve 
  columns. A jotnar’s face is one of agony, and it moves 
  slowly to minimize the discomfort. 
   Jotnar retain all of the violence of their smaller kin, 
  but are usually driven off by civilized folk or other trolls. 
  They roam the wilderness in pain, eating what they can 
  and driven by a primal fear of death, even if it would 
  end their suffering. 
   
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  51	
  Kongimus Rex 
   
  This enormous ape beats his chest in rage, his bloodshot eyes and 
  jagged teeth protruding from a thick coat of black hair.  
  Kongimus Rex                                                     CR 25 
  XP 1,638,400 
  N Colossal Animal 
  Init +13; Senses Low-light vision, scent; Perception +42 
  DEFENSE 
  AC 43, touch 11, flat-footed 34 (+9 Dex, +32 natural, –8 
  size)  
  hp 612 (35d8+455) 
  Fort +34, Ref +30, Will +15  
  OFFENSE 
  Speed 80 ft., Climb 60 ft. 
  Melee bite +36 (2d8+27/19-20), 4 slams +36 
  (2d8+27/19-20 plus grab) 
  Ranged rock +27 (4d8+27) 
  Space 50 ft.; Reach 50 ft. 
  Special Attacks constrict (2d8+27), ferocity, hurl foe, 
  pounce, push (slam 60 feet), rock catching, rock throwing 
  (120 ft.), trample (2d8+27, DC 45) 
  STATISTICS 
  Str 46, Dex 28, Con 36, Int 2, Wis 14, Cha 22 
  Base Atk +26; CMB +52 (+56 grab); CMD 71 
  Feats Awesome Blow, Blind-Fight, Cleave, Combat 
  Reflexes, Critical Focus, Great Cleave, Great Fortitude, 
  Improved Bull Rush, Improved Critical (bite, slam, 
  stomp), Improved Initiative, Improved Iron Will, Iron 
  Will, Lightning Reflexes, Power Attack, Run, Staggering 
  Critical 
  Skills Acrobatics +50, Climb +66, Perception +42, 
  Stealth +13, Swim +38; Racial Modifiers Acrobatics 
  +20, Climb +20, Perception +40, Stealth +20, Swim +20 
  SQ legendary grappler, massive, muscular control, 
  recovery,  
  ECOLOGY 
  Environment jungle 
  Organization solitary 
  Treasure none 
  SPECIAL ABILITIES 
  Legendary Grappler (Ex) Kongimus rex adroitly uses 
  his massive hands to grasp and hold enemies. He may 
  grapple two foes simultaneously. Kongimus rex may forgo 
  a single slam attack to make a grapple check to maintain 
  a grapple. When he grapples foes which are gargantuan 
  or smaller, he does not gain the grappled condition. 
  Creatures grappled by kongimus rex cannot breathe, 
  speak, or cast spells with verbal components 
  Muscular Control (Ex) Kongimus rex has total control 
  over his muscles, and understands how to perfectly 
  leverage his awesome strength. He adds 1-1/2 times his 
  Strength modifier to all damage rolls with natural attacks. 
  Throw Enemy (Ex) When kongimus makes a successful 
  grapple check against a huge or smaller enemy, he may 
  choose to throw the enemy. The enemy is thrown up to 
  120 feet and takes 2d8+27 damage. The enemy must 
  make a DC 45 Reflex save or fall prone. This save is 
  Strength-based. 
   
  Kongimus rex is one of the three primal kaiju, along 
  with the Tarrasque and dracozilla. Last of his species, 
  this gigantic ape towers over all he surveys. He lives 
  deep within the jungle, master of the realm and content 
  to hunt and forage without thought of greater goals. 
  However, he is sometimes captured by powerful 
  spellcasters with a deep understanding of the beast’s 
  many weaknesses. 
   Kongimus makes up for his lack of arcane power with 
  an impressive array of physical feats. He is not resistant 
  to flame or ice, but his thick fur and dense skeleton 
  protect him harm. He cannot shoot fireballs, but he 
  does hurl boulders and foes alike. He cannot summon 
  demons to his aid, such tiny creatures would only be 
  trampled underfoot. His pure strength and agility are 
  unparalleled.  
   Despite his power and animal cunning, kongimus rex 
  is susceptible to a range of spells and effects. These 
  weaknesses are unusual for a creature of his strength. 
  Easily confused, dominated, or enthralled, and without 
  any real defense against many arcane attacks, kongimus 
  has been wielded as a weapons by sorcerers who have 
  no business meddling with such might.  
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  52	
  Lurker in the Depths 
   
  Cold, yellow eyes shine from the horrid face of a deep-sea predator 
  above a cavernous maw. Around the creature, the water shimmers as 
  if filled with slime. 
  Lurker in the Depths                                            CR 13 
  XP 25,600 
  CE Colossal magical beast (aquatic, cold, deep one) 
  Init +4; Senses darkvision 200 ft., low-light vision; 
  Perception +3 
  Aura aura of transformation (30 ft., DC 21) 
  DEFENSE 
  AC 24, touch 2, flat-footed 20 (+4 Dex, +18 natural, –8 
  size) 
  hp 225 (18d10+126) 
  Fort +20, Ref +15, Will +11 
  Defensive Abilities deep dweller, immortal; Immune 
  cold 
  Weaknesses fire 
  OFFENSE 
  Speed 20 ft., swim 60 ft. 
  Melee bite +28 (6d6+16/19-20), 2 claws +23 
  (2d8+5/19-20) 
  Space 30 ft.; Reach 20 ft. (30 ft. with bite) 
  Special Attacks constrict (2d8+5), lurker’s lure, swallow 
  whole (6d6 acid damage, AC 19, 22 hp) 
  STATISTICS 
  Str 42, Dex 18, Con 26, Int 11, Wis 17, Cha 14 
  Base Atk +18; CMB +42; CMD 46 
  Feats Awesome Blow, Great Fortitude, Improved Bull 
  Rush, Improved Critical (bite), Improved Critical (claw), 
  Improved Iron Will, Iron Will, Power Attack, Snatch 
  Skills Stealth +9, Swim +39; Racial Modifiers +8 
  Swim 
  Languages Aklo 
  SQ amphibious 
  ECOLOGY 
  Environment any cold water 
  Organization solitary 
  Treasure none 
  SPECIAL ABILITIES 
  Aura of Transformation (Su) While underwater, the 
  lurker exudes a cloud of slime. Any living, humanoid 
  creature that is not a deep one within the aura, must make 
  a DC 21 Fortitude save at the start of the lurker’s turn. On 
  a failure, the creature contracts the aura of transformation 
  curse, and starts experiencing twisted visions of fallen 
  civilizations and underwater monstrosities. 
  Any creature reduces to 0 Wisdom while under the effects 
  of the curse falls into a coma for 6 days. At the end of those 
  6 days, the creature re-awakens, transformed into a deep 
  one (Pathfinder RPG Bestiary 5) as if through the spell 
  reincarnation. This transformation only be undone using 
  heal or miracle. The save DC is Charisma-based. 
  Aura (curse); save Fort DC 21; effect 1d4 wisdom damage 
  per round (see below); cure 3 consecutive saves. The save 
  is Charisma based. 
  Deep Dweller (Ex) The lurker in the depths is immune 
  to damage from water pressure. 
  Immortal (Ex) The lurker in the depths does not age. 
  Barring death from violence, disease, or misadventure, it 
  can live forever. It is immune to effects that cause magical 
  aging. 
  Lurker’s Lure (Su) As a standard action, the lurker in 
  the depths can cause the lure in front of its face to pulse 
  hypnotically. Any living creature within 60 feet must 
  make a successful DC 21 Will save or be fascinated for 2d6 
  minutes. Fascinated creatures willfully submit to the 
  lurker’s aura of transformation. Deep ones are immune to 
  this effect. The save is Charisma-based. 
   
  The lurker in the depths is a massive, unknowable sea 
  creature not unlike an angler fish with arms. It weighs 
  50 ton, and is covered in armored scales that enable it 
  to survive the crushing depths where it dwells. 
   The lurker in the depths is several millennia old. 
  Favored by a dark power, it is the primogenitor of the 
  deep ones. While not as powerful as the elder deep ones, 
  it is nonetheless revered and respected by them as an 
  honored ancestor. It, on the other hand, cares nothing 
  for them. 
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  53	
  Manolinaw, The Lake of Teeth 
   
  Ahead is a placid lake with clear water, and an island in the middle. 
  The trees on the island sway in the air, but not in accordance with 
  any breeze. An eerie silence lies over the area. 
  Manolinaw, The Lake of Teeth                           CR 12 
  XP 19,200 
  CE Colossal aberration 
  Init –4; Senses lifesense, tremorsense 120 ft.; Perception 
  +24 
  DEFENSE 
  AC 23, touch 1, flat-footed 23 (–4 Dex, +25 natural, –8 
  size) 
  hp 212 (17d8+136) 
  Fort +14, Ref +0, Will +14 
  DR 10/adamantine; Immune acid, fire 
  OFFENSE 
  Speed 0 ft. 
  Melee pseudopods +17 (2d8+8) 
  Space 30 ft.; Reach 20 ft. 
  Special Attacks constrict (2d8+8), digestive acid (6d6 
  acid, DC 26 Fort for half), pseudopods  
  Spell-Like Abilities (CL 17th; concentration +19) 
  At will—detect thoughts (DC 14), silent image (DC 14) 
  5/day—minor image (DC 15) 
  3/day—major image (DC 16) 
  1/decade—teleport without error (self plus 100 lbs. of 
  objects only)  
  STATISTICS 
  Str 42, Dex 2, Con 26, Int 21, Wis 19, Cha 15 
  Base Atk +12; CMB +36; CMD 32 
  Feats Antagonize, Combat Expertise, Great Fortitude, 
  Improved Great Fortitude, Improved Trip, Iron Will, 
  Power Attack, Snatch, Spell Focus (illusion) 
  Skills Diplomacy +19, Intimidate +19, Knowledge 
  (arcana) 
  +22, 
  Knowledge 
  (dungeoneering) 
  +25, 
  Knowledge (nature) +22, Perception +24, Spellcraft +25, 
  Stealth +16, Use Magic Device +19 
  Languages 
  Aklo, 
  Aquan, 
  Common, 
  Draconic, 
  Undercommon, Terran; telepathy 100 ft. 
  SQ freeze, submerged body 
  ECOLOGY 
  Environment any 
  Organization solitary 
  Treasure double 
  SPECIAL ABILITIES 
  Digestive Acids (Su) The acid surrounding a 
  manolinaw is in fact its digestive juices. Anyone grappled 
  by a manolinaw is automatically thrown into the lake and 
  released from the grapple. Being dropped into the acid 
  causes 6d6 points of acid damage each round (Fortitude 
  DC 26 for half). Any creature wishing to escape must 
  make a DC 15 Swim check to escape. A swimmer who 
  makes the check emerges in a square of their choice, 
  adjacent to the manolinaw. The save DC for the acid 
  damage is Constitution-based. 
  Pseudopods (Ex) Manolinaw are capable of spawning 
  almost infinite numbers of pseudopods. As a standard 
  action, the manolinaw can attack all creatures within 
  reach with 3 pseudopods. A manolinaw may make a 
  grapple attempt in place of an attack. Grappling a 
  creature does not give the manolinaw the grappled 
  condition, and a manolinaw can grapple any number of 
  creatures simultaneously. 
  Submerged 
  Body 
  (Ex) 
  Manolinaw’s 
  body 
  is 
  submerged in the ground and all its sensitive organs are 
  protected. As such it is immune to critical hits and 
  precision-based damage, unless the attacker is burrowing. 
   
  Manolinaws are ancient beings which mimic innocuous 
  lakes. It is not known how the species procreate, but 
  some sages suspect that it is through mitosis. 
   Manolinaw are endlessly patient, lying in wait for 
  prey and using their illusion abilities to lure the unwary 
  into diving into the crystal clear waters. They use 
  images of treasure to lure intelligent creatures, but they 
  will always try to assess the most likely method of 
  catching prey, using detect thoughts. 
   Every decade the manolinaw moves on, using teleport 
  without error ability to find a new location. Here it lies in 
  wait, luring a new ecosystem of creatures to a swift and 
  unexpected demise.  
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  54	
  Manticorehemoth 
   
  With a giant’s head, lion body, dragon wings, and barbed tail, this 
  immense manticore menacingly surveys its surroundings.  
  Manticorehemoth                                                  CR 8 
  XP 4800 
  NE Colossal magical beast  
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9 
  DEFENSE 
  AC 21, touch 3, flat-footed 20 (+1 Dex, +18 natural, –8 
  size) 
  hp 93 (6d10+60)  
  Fort +15, Ref +6, Will +3  
  OFFENSE 
  Speed 30 ft., fly 50 ft. (clumsy)  
  Melee bite +15 (4d6+17) 
  Ranged 3 spikes +15 (2d8+5) 
  Space 30 ft.; Reach 25 ft. 
  STATISTICS 
  Str 44, Dex 13, Con 30, Int 7, Wis 12, Cha 9  
  Base Atk +6; CMB +31; CMD 42 (46 vs. trip) 
  Feats Flyby Attack, Hover, Weapon Focus (spikes) 
  Skills Fly -12, Perception +9, Survival +4 (+8 tracking); 
  Racial Modifiers +4 Perception, +4 Survival when 
  tracking 
  Languages Common 
  ECOLOGY 
  Environment warm hills and marshes 
  Organization solitary, pair, or pride (3-6) 
  Treasure standard 
  SPECIAL ABILITIES 
  Spikes (Ex) With a snap of its tail, a manticore can loose 
  a volley of four spikes as a standard action (make an attack 
  roll for each spike). This attack has a range of 180 feet with 
  no range increment. All targets must be within 30 feet of 
  each other. The creature can launch only 24 spikes in any 
  24-hour period. The manticorehemoth uses Strength 
  instead of Dexterity when calculating the attack rolls of 
  these spikes, as if using a thrown weapon. 
   
  Manticores are fierce, winged hunters, and their 
  gigantic brothers are no difference. Manticorehemoths 
  aggressively patrol swaths of land up to 100 miles across, 
  and feed on any prey large enough to be considered a 
  meal (typically creatures large and bigger). They are 
  extremely territorial, and fight any threat to the death. 
  Despite their bestial appearance, manticorehemoths 
  possess a reasonable intelligence. If a foe is too small for 
  a good meal, the manticorehemoth may strike some 
  twisted bargain for its own amusement. These deals 
  usually end with the manticorehemoth breaking its 
  word, and the creature riddled with spikes. 
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  55	
  Megarex 
   
  This enormous tyrannosaurus rex is armored in crimson scales the 
  size of shields; its colossal jaws could swallow a horse without 
  needing to chew.  
  Megarex                                                               CR 11 
  XP 12,800 
  N Colossal animal 
  Init +7; Senses low-light vision, scent; Perception +39 
  DEFENSE 
  AC 27, touch 5, flat-footed 24 (+3 Dex, +22 natural, –8 
  size) 
  hp 279 (18d8+162) 
  Fort +19, Ref +14, Will +10 
  OFFENSE 
  Speed 40 ft. 
  Melee bite +22 (6d6+28 plus grab and 1d6 bleed) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks swallow whole (2d8+11, AC 17, hp 15) 
  STATISTICS 
  Str 44, Dex 17, Con 27, Int 2, Wis 19, Cha 14 
  Base Atk +13; CMB +38; CMD 51 
  Feats Bleeding Critical, Critical Focus, Diehard, 
  Endurance, Improved Initiative, Improved Natural 
  Armor, Run, Skill Focus (Perception), Toughness 
  Skills 
  Perception 
  +39; 
  Racial 
  Modifiers 
  +8 
  Perception 
  SQ powerful bite 
  ECOLOGY 
  Environment jungle 
  Organization solitary  
  Treasure incidental 
  SPECIAL ABILITIES 
  Powerful Bite (Ex) A megarex applies twice its Strength 
  modifier to bite damage. 
   
  Megarexes are an uncommon, sterile mutation of the 
  tyrannosaurus rex. They stand ten feet taller than their 
  smaller cousins, and are clad in pointed crimson scales 
  which seem permanently stained in blood. A megarex is 
  always 
  ravenous, 
  but 
  are 
  usually 
  gaunt 
  and 
  malnourished despite daily feedings. Rare is the 
  megarex who can eat his fill. 
   When megarexes are born to t-rexes, they typically 
  wreak havoc on the population. As soon as the megarex 
  exceeds his parents’ height, it usually kills them and any 
  other nearby dinosaurs (they seem to prefer carnivorous 
  prey). When the food in its home environment runs out, 
  megarexes have been known to travel vast distances, 
  decimating entire ecosystems in the search for meals. 
  The megarex may be found on level 9 of Jacob’s Tower 
  from Zenith Games. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  56	
  Mindmother Aboleth 
   
  The pulsing green brain of this colossal aboleth is visible through the 
  creature’s translucent skull, its three orange eyes radiating arcane 
  power.  
  Mindmother Aboleth                                            CR 10 
  XP 9600 
  LE Colossal aberration (aquatic) 
  Init +7; Senses darkvision 60 ft.; Perception +16 
  Aura mucus cloud (30 feet) 
  DEFENSE 
  AC 27, touch 5, flat-footed 24 (+3 Dex, +22 natural, –8 
  size) 
  hp 132 (8d8+96)  
  Fort +14, Ref +7, Will +13 
  OFFENSE 
  Speed 10 ft., swim 60 ft.  
  Melee 4 tentacles +12 (2d6+13 plus slime) 
  Space 30 ft.; Reach 30 ft. 
  Spell-Like Abilities (CL 16th) 
  At will–hypnotic pattern (DC 17), illusory wall (DC 19), 
  mirage arcana (DC 20), persistent image (DC 20), programmed 
  image (DC 21), project image (DC 22), veil (DC 19) 
  3/day–dominate monster (DC 24) 
  STATISTICS 
  Str 36, Dex 16, Con 34, Int 19, Wis 21, Cha 21 
  Base Atk +6; CMB +27; CMD 37 (can't be tripped) 
  Feats Improved Initiative, Iron Will, Lightning Reflexes, 
  Weapon Focus (tentacle) 
  Skills Bluff +13, Intimidate +16, Knowledge (any one) 
  +15, Perception +16, Spellcraft +15, Swim +32; Racial 
  Modifiers +8 Swim 
  Languages Aboleth, Aklo, Aquan, Undercommon 
  ECOLOGY 
  Environment any aquatic 
  Organization solitary 
  Treasure double 
  SPECIAL ABILITIES 
  Mucus Cloud (Ex) While underwater, an aboleth 
  exudes a cloud of transparent slime. All creatures adjacent 
  to an aboleth must succeed on a DC 26 Fortitude save 
  each round or lose the ability to breathe air (but gain the 
  ability to breathe water) for 3 hours. Renewed contact 
  with an aboleth's mucus cloud and failing another save 
  extends the effect for another 3 hours. The save DC is 
  Constitution-based. 
  Slime (Ex) A creature hit by an aboleth's tentacle must 
  succeed on a DC 26 Fortitude save or his skin and flesh 
  transform into a clear, slimy membrane over the course of 
  1d4 rounds. The creature's new "flesh" is soft and tender, 
  reducing its Constitution score by 4 as long as it persists. 
  If the creature's flesh isn't kept moist, it dries quickly and 
  the victim takes 1d12 points of damage every 10 minutes. 
  Remove disease and similar effects can restore an afflicted 
  creature to normal, but immunity to disease offers no 
  protection from this attack. The save DC is Constitution-
  based. 
   
  Mindmothers are born of arcane aboleth lineages, 
  typically destined to great clout within aboleth societies. 
  Though they do not often rise to true political 
  leadership, these colossal aboleths are important figures 
  in their civilizations. Mindmothers are seen as wise and 
  calculating, and are visited for guidance and counsel. 
  They often misuse this power for their own personal 
  gains, heading up grand families and taking more than 
  their fair share of slaves. 
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  57	
  Monkey Mob 
   
  Over a thousand monkeys screech and jabber in an immense mob, 
  flailing limbs and chattering teeth in an unbearably chaotic scene.  
  Monkey Mob                                                         CR 4 
  XP 1,200 
  CN Tiny animal (swarm) 
  Init +3 Senses low-light vision; Perception +7 
  DEFENSE 
  AC 15 touch 15, flat-footed 12 (+3 Dex, +2 size)  
  hp 37 (5d8+15) 
  Fort +7, Ref +9, Will +2 
  Defensive Abilities half damage from weapons, swarm 
  traits  
  OFFENSE 
  Speed 30 ft., Climb 20 ft. 
  Melee swarm (3d6 plus distraction)  
  Space 30 ft.; Reach 0 ft. 
  Special Attacks distraction (DC 15) 
  STATISTICS 
  Str 7, Dex 16, Con 17, Int 2, Wis 12, Cha 11 
  Base Atk +3 CMB —; CMD — 
  Feats Improved Initiative, Lightning Reflexes 
  Skills Acrobatics +11, Climb +10, Perception +7; 
  Racial Modifiers +4 Acrobatics 
  SQ coordinated swarm 
  ECOLOGY 
  Environment warm forest or jungle 
  Organization solitary, pair, mission (3-6 mobs), or tribe 
  (7-12 mobs plus 1-4 gorillas) 
  Treasure none 
  SPECIAL ABILITIES 
  Coordinated Swarm (Ex) A monkey mob coordinates 
  its attacks more than a typical swarm, and deals swarm 
  damage one step higher than a swarm of its HD would 
  normally cause. 
   
  Monkey mobs form when multiple tribes of monkeys 
  mount a coordinated offensive or defensive. They pour 
  out of the trees, flinging feces and pummeling anything 
  within arms’ reach. Monkey mobs tend to be rather 
  short lived. They are easily frightened, and scatter if 
  faced with any real threat. Unfortunately, the disparate 
  monkeys are just as likely to re-coagulate at opportune 
  moments, such as the dead of night or when their prey 
  is distracted. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  58	
  Nannuraluk 
   
  This creature looks like a snow-capped mountain in the form of a 
  polar bear; ice, rocks, and even small trees cling to its hide.  
  Nannuraluk                                                          CR 21 
  XP 409,600 
  N Colossal animal 
  Init +5; Senses low-light vision; Perception +31 
  DEFENSE 
  AC 37, touch 3, flat-footed 36 (+1 Dex, +34 natural, –8 
  size) 
  hp 391 (34d8+238) 
  Fort +26, Ref +22, Will +19 
  Defensive Abilities dense hide; DR 10/—; Immune 
  cold 
  OFFENSE 
  Speed 60 ft., climb 30 ft., swim 40 ft. 
  Melee bite +32 (8d6+22/19–20 plus grab), 2 claws +32 
  (4d6+22/19–20 plus grab) 
  Space 30 ft.; Reach 20 ft. 
  Special Attacks overwhelming roar, powerful strikes, 
  rend (2 claws, 4d6+22), shard shower, swallow whole (AC 
  27, 39 hp) 
  STATISTICS 
  Str 40, Dex 12, Con 25, Int 2, Wis 22, Cha 11 
  Base Atk +25; CMB +48 (+50 bull rush, +52 grapple); 
  CMD 59 (61 vs. bull rush, 63 vs. trip) 
  Feats Awesome Blow, Crippling CriticalAPG, Critical 
  Focus, Deadly FinishUC, Diehard, Endurance, Improved 
  Bull Rush, Improved Critical (bite), Improved Critical 
  (claw), Improved Initiative, Intimidating Prowess, Iron 
  Will, Lightning Reflexes, Power Attack, Run, Skill Focus 
  (Intimidate), Skill Focus (Perception) 
  Skills Climb +23, Intimidate +20, Perception +31, 
  Stealth +4 (+20 Stealth in ice and snow), Swim +23; 
  Racial Modifiers +16 Stealth in ice and snow 
  ECOLOGY 
  Environment cold mountains 
  Organization solitary or pair 
  Treasure none 
  SPECIAL ABILITIES 
  Dense Hide (Ex) A nannuraluk’s fur is so thick, it grants 
  the creature DR 10/—. Additionally, it has a 50% chance 
  to ignore additional damage caused by critical hits and 
  sneak attacks. 
  Overwhelming Roar (Ex) Once per day as a standard 
  action, a nannuraluk can unleash a terrifying roar that 
  deals 20d6 points of sonic damage to all creatures in a 60-
  foot cone (DC 27 Fortitude halves); creatures failing the 
  save are deafened for 1 hour. The nannuraluk also makes 
  an Intimidate check to demoralize all foes within a 200-
  foot radius. The save DC is Charisma-based. 
  Powerful Strikes (Ex) All of a nannuraluk’s attacks 
  apply 1–1/2 times its Strength modifier. 
  Shard Shower (Ex) Three times per day as a full-round 
  action, a nannuraluk can violently shake off rocks and ice 
  it has accumulated in its fur. This deals 10d6 bludgeoning 
  and 10d6 cold damage to all creatures within a 40-foot 
  radius (DC 28 Reflex halves). The near-avalanche created 
  by this ability also gains a free combat maneuver check 
  (CMB +48, roll once and apply the result against all 
  creatures taking damage); if it succeeds, it knocks them 
  prone. The save DC is Dexterity-based. 
   
  Nannuraluks are the cold, harsh mountains of the north 
  made manifest. When they wake from their 20-year 
  hibernations, usually during the dead of winter, they 
  deplete the area in a five-mile radius of food. Their 
  hunger unsated, they travel to nearby settlements to fill 
  their stomachs with the inhabitants. After a month-long 
  rampage, they return to the inhospitable mountains 
  they call home and slumber again. While in this state, 
  they are almost indistinguishable from the surrounding 
  land. Many local legends have sprung up about “the 
  mountain that hungers.” Occasionally, hunting parties 
  attempt to slay nannuraluks while they sleep, only to 
  rouse the beasts early and unleash devastation anew. 
  Nannuraluks live for more than 500 years. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  59	
  Obsidian Gargoyle 
   
  The face of this immense demonic statue is etched in an obsidian 
  scowl. Each of the figure’s black wings spread larger than an 
  elephant.  
  Obsidian Gargoyle                                              CR 11 
  XP 12,800 
  LE Colossal monstrous humanoid 
  Init –2; Senses darkvision 60 ft.; Perception +19 
  DEFENSE 
  AC 24, touch 0, flat-footed 24 (–2 Dex, +24 natural, –8 
  size)  
  hp 147hp (14d10+70) 
  Fort +11, Ref +7, Will +11 
  DR 10/magic, Immune fire  
  OFFENSE 
  Speed 40 ft., fly 60 ft. (average) 
  Melee bite +16 (2d8+10/19-20), 2 claws (2d8+10/19-
  20), gore +15 (2d6+10/19-20) 
  Space 30 ft.; Reach 25 ft. 
  Special Attacks snatch 
  STATISTICS 
  Str 30, Dex 7, Con 21, Int 8, Wis 15, Cha 11 
  Base Atk +14; CMB +32; CMD 40 
  Feats Great Fortitude, Hover, Improved Critical (bite, 
  claws, gore), Power Attack, Skill Focus (Fly) 
  Skills +8 Fly, +19 Perception, +19 Survival 
  Languages Common, Terran 
  SQ freeze, obsidian hide 
  ECOLOGY 
  Environment any 
  Organization solitary, pair, or wing (3-12) 
  Treasure Value standard 
  SPECIAL ABILITIES 
  Freeze (Ex) An obsidian gargoyle can hold itself so still 
  that it appears to be a statue. An obsidian gargoyle that 
  uses freeze can take 20 on Stealth checks to hide in plain 
  sight as a stone statue. 
  Obsidian Hide (Ex) The obsidian flesh of a gargoyle is 
  brittle and fragments easily. When an obsidian gargoyle is 
  dealt bludgeoning, piercing, or slashing damage, all 
  creatures within 10 feet must make a DC 22 Reflex save 
  or suffer 1d6 slashing damage and 1d6 bleed damage. 
  This save is Constitution-based. 
  Snatch (Ex) A obsidian gargoyle can start a grapple 
  when it hits with both claw attacks, as though it had the 
  grab ability. If it grapples a creature of size gargantuan or 
  smaller, it squeezes each round for automatic claw 
  damage with a successful grapple check. An obsidian 
  gargoyle can fly while holding a creature that weighs 
  3,500 pounds or less. It cannot throw creatures it is 
  carrying, but can drop them as a free action. 
   
  Obsidian gargoyles are monolithic, demonic statues 
  which tower over their surroundings. Despite their 
  appearance, they are living flesh and blood instead of 
  constructs. They make their homes in ancient ruins and 
  great castles, preferring the structures of giant races to 
  match their own immense sizes. Other breeds of 
  gargoyles revere their massive kin, sometimes treating 
  them as feudal overlords of great domains. 
   Obsidian gargoyles are cruel and vindictive, but 
  relatively trustworthy. If they have not established 
  tribute systems from lesser gargoyles, they strike deals 
  with powerful wizards to protect arcane goods in 
  exchange for gemstones. If they observe an impressive 
  interloper, they often negotiate instead of immediately 
  attacking. If no agreement can be reached, the gargoyle 
  pounces if it believes it can win. 
   Obsidian gargoyles decorate their homes with stolen 
  goods, particularly shiny metals and black crystals. It is 
  possible to arrange safe passage or acquire lost 
  information through a trade of these materials. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  60	
  Ocean Elemental 
   
  A twisting storm cloud surrounds this massive waterspout, its 
  crackling electricity and foam vaguely reminiscent of a face.  
  Ocean Elemental                                                   CR 9 
  XP 6400 
  N Colossal outsider (elemental, extraplanar, water) 
  Init +4; Senses darkvision 60 ft., watersight; Perception 
  +13 
  Aura storm aura (30 ft., 1d6 electricity) 
  DEFENSE 
  AC 20, touch 7, flat-footed 15 (+4 Dex, +1 dodge, +13 
  natural, –8 size) 
  hp 135 (10d10+80)  
  Fort +15, Ref +11, Will +3  
  DR 5/–; Immune elemental traits  
  OFFENSE 
  Speed 20 ft., swim 90 ft.  
  Melee slams +17 (4d6+19) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks capsize, drench, vortex (DC 26), water 
  mastery 
  STATISTICS 
  Str 40, Dex 18, Con 27, Int 6, Wis 11, Cha 11  
  Base Atk +10; CMB +33; CMD 48 
  Feats Cleave, Dodge, Great Cleave, Improved Bull 
  Rush, Power Attack 
  Skills Acrobatics +9, Escape Artist +13, Knowledge 
  (planes) +7, Perception +13, Stealth –7, Swim +30 
  Languages Aquan 
  SQ waterwalk 
  ECOLOGY 
  Environment any (Plane of Water), oceans 
  Organization solitary, pair, or gang (3-8) 
  Treasure none 
  SPECIAL ABILITIES 
  Drench (Ex) The elemental's touch puts out nonmagical 
  flames of Large size or smaller. The creature can dispel 
  magical fire it touches as dispel magic (Caster Level 10). 
  Rusting (Ex) The salt water of an ocean elemental’s 
  body is extremely corrosive. A non-magical metal object 
  or weapon which lands a successful attack on the ocean 
  elemental takes half its maximum hp in damage and gains 
  the broken condition—a second hit destroys the item. 
  Storm Aura (Ex) An ocean elemental is surrounded by 
  a turbulent storm. The storm obscures vision as obscuring 
  mist, but it cannot be blown away by wind. The area 
  within the storm acts as a permanent gust of wind spell 
  blowing over small creatures and imposing penalties on 
  ranged attacks. All creatures within the aura feet take 1d6 
  points of electricity damage at the beginning of the ocean 
  elemental’s turn. An ocean elemental may dismiss or 
  activate this aura as a swift action. 
  Vortex (Su) An ocean elemental can create a whirlpool 
  as a standard action, at will. This ability functions 
  identically to the whirlwind special attack, but can only 
  form underwater and cannot leave the water. 
  Waterwalk (Ex) An ocean elemental may move across 
  water as if it were solid land. 
  Water Sight (Ex) An ocean elemental may see through 
  fog, smoke, and other obscuring vapors as if they did not 
  exist (this ability functions underwater as well, allowing 
  the ocean elemental to see through thick silt and other 
  aquatic precipitates).  
   
  Ocean elementals are brooding, angry creatures made 
  from salt water and storms. They are formed at the 
  edges of the planes of water, earth, and air, and they are 
  enriched by the runoff of all three. However, ocean 
  elementals find each of these planes tedious, preferring 
  instead to make their way to Material Planes containing 
  rich, vast oceans. 
   Ocean elementals are highly territorial, and attempt 
  to destroy anything that does not belong. Unfortunately 
  for trespassers, this usually includes sailing vessels and 
  flying creatures such as dragons or migrating birds. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  61	
  Octohemoth 
   
  This gargantuan tentacled sea creature is no dull kraken, but a 
  chameleon octopus the size of a ship.  
  Octohemoth                                                         CR 11 
  XP 12,800 
  N Colossal animal (aquatic) 
  Init +5; Senses low-light vision; Perception +8 
  DEFENSE 
  AC 22, touch 3, flat-footed 21 (+1 Dex, +19 natural, –8 
  size) 
  hp 162 (12d8+108)  
  Fort +17, Ref +11, Will +7 
  Defensive Abilities ink cloud (30-foot-radius sphere) 
  OFFENSE 
  Speed 20 ft., swim 30 ft., jet 200 ft.  
  Melee bite +14 (2d6+13 plus poison), 8 tentacles +12 
  (2d6+6 plus grab) 
  Space 30 ft.; Reach 30 ft. (20 ft. with bite) 
  Special Attacks constrict (tentacle, 1d4+2) 
  STATISTICS 
  Str 36, Dex 13, Con 29, Int 2, Wis 12, Cha 3 
  Base Atk +9; CMB 30 (+34 grapple); CMD 41 (can't be 
  tripped) 
  Feats Combat Reflexes, Improved Initiative, Iron Will, 
  Lightning Reflexes, MultiattackB, Skill Focus (Stealth), 
  Stealthy 
  Skills Escape Artist +15, Perception +8, Stealth +15, 
  Swim +15; Racial Modifiers +10 Escape Artist, +20 
  Stealth 
  ECOLOGY 
  Environment any ocean 
  Organization solitary 
  Treasure incidental 
  SPECIAL ABILITIES 
  Poison (Ex) Bite-injury; save Fort DC 25; frequency 
  1/round for 6 rounds; effect 1d3 Str; cure 2 saves. 
   
  Octohemoths are often confused for kraken, but the two 
  creatures lead vastly different lives. These massive 
  octopi are relatively intelligent, and prefer to spend their 
  lives in shallow bays hunting after easy prey. They use 
  chameleon pigments to hide in wait for small sharks, 
  large fish, or occasionally aquatic mammals, then lash 
  out with twisting tentacles to snag their meals. 
   Octohemoths rarely attack fishing vessels and quickly 
  retreat from losing fights. They are calculating 
  creatures, and know that survival is paramount over 
  territorial feuds. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  62	
  Owlbearhemoth 
   
  At 30 feet tall, this bizarre half owl, half bear goliath is clearly the 
  result of arcane tampering.  
  Owlbearhemoth                                                    CR 7 
  XP 3200 
  N Colossal magical beast  
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12 
  DEFENSE 
  AC 19, touch 2, flat-footed 19 (+17 natural, –8 size) 
  hp 77 (5d10+50)  
  Fort +16, Ref +4, Will +2 
  OFFENSE 
  Speed 30 ft.  
  Melee 2 claws +11 (2d8+14 plus grab) 
  Space 30 ft.; Reach 25 ft. 
  STATISTICS 
  Str 39, Dex 10, Con 30, Int 2, Wis 12, Cha 10  
  Base Atk +5; CMB +27 (+31 grapple); CMD 37 (41 vs. 
  trip) 
  Feats Improved Initiative, Great Fortitude, Skill Focus 
  (Perception) 
  Skills Perception +12 
  SQ arcane rage 
  ECOLOGY 
  Environment temperate forests, savannah  
  Organization solitary, pair, or herd (3-8) 
  Treasure incidental 
  SPECIAL ABILITIES 
  Arcane Rage (Ex) The owlbear has had enough of 
  arcane experiments. If it succeeds on a save against an 
  arcane spell, it flies into a rage for 1 minute. During this 
  time, if gains a +4 morale bonus to Strength and 
  Constitution, as well as a +2 morale bonus on Will saves. 
   
  Some wizards just don’t know when to stop. Not content 
  with the freakish owlbear, some arcane prankster 
  decided to increase the size of the thing to elephantine 
  proportions. Now, small herds of owlbearhemoths roam 
  the forests and savannahs, eating gazelle, hyenas, and 
  entire orchards worth of fruit. If they can be caught and 
  tamed, the territorial creatures can make for excellent 
  protectors. However, they are as quick to anger as their 
  smaller cousins. 
   Owlbearhemoths have a particular dislike for wizards 
  and hate spellcasting. After origins shrouded in magical 
  experimentation, this congenital dislike should come as 
  no surprise. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  63	
  Owlhemoth 
   
  The eyes of this owl seem disproportionately large compared to its 
  already massive body.  
  Owlhemoth                                                            CR 7 
  XP 3,200 
  LN Colossal magical beast  
  Init +5; Senses low-light vision; Perception +22 
  DEFENSE 
  AC 21, touch 4, flat-footed 19 (+2 Dex, +17 natural, –8 
  size) 
  hp 81 (6d10+48)  
  Fort +13, Ref +7, Will +12 
  OFFENSE 
  Speed 10 ft., fly 60 ft. (average)  
  Melee bite +11 (4d6+17) 
  Space 30 ft.; Reach 20 ft. 
  STATISTICS 
  Str 36, Dex 15, Con 26, Int 14, Wis 27, Cha 9 
  Base Atk +6; CMB +27; CMD 37 
  Feats Alertness, Improved Iron Will, Iron Will 
  Skills Fly +5, Knowledge (geography) +10, Knowledge 
  (history) +10, Knowledge (nature) +10, Perception +22, 
  Sense Motive +19, Stealth –1; Racial Modifiers +4 
  Fly, +4 on all Knowledge skills, +4 Perception, +8 Stealth 
  Languages Sylvan (cannot speak); animal telepathy (30 
  ft.) 
  SQ insightful senses, piercing stare 
  ECOLOGY 
  Environment temperate forests 
  Organization solitary 
  Treasure none 
  SPECIAL ABILITIES 
  Animal 
  Telepathy 
  (Su) 
  An 
  owlhemoth 
  can 
  telepathically communicate with other animals as if under 
  the effects of speak with animals. 
  Insightful Senses (Su) An owlhemoth’s senses are 
  particularly well honed to sensing danger or locating prey. 
  It adds its Wisdom modifier as an insight bonus (+3 for 
  most owlhemoths) on its initiative checks. 
  Piercing Stare (Su) Up to three times per day as a swift 
  action, an owlhemoth can gain the effects of true seeing (as 
  the spell) for 6 rounds. 
   
  Owlhemoths typify wisdom and enlightenment in a 
  large package. Though considered omens of truth or 
  revelation, 
  owlhemoths 
  care 
  little 
  for 
  civilized 
  humanoids. They prefer to live as hermits in the center 
  of deep forests, eating small animals and meditating on 
  the nature of the universe. Owlhemoths enjoy resting at 
  the top of the food chain. Should another, stronger 
  threat appear, these gigantic owls flee their homes in 
  search of somewhere safer. 
   Owlhemoths are sometimes sought by wanderers or 
  yogi in search of enlightenment. While owlhemoths 
  typically view these visitors as pests, they answer their 
  questions quickly and let them leave unharmed. 
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  64	
  Pastorix 
   
  Many species of vibrant flowers cover this hillock; when the hillock 
  shifts to a standing position, it takes on a vaguely humanoid shape, 
  with a ring of daisies forming its “eyes.”  
  Pastorix                                                                  CR 2 
  XP 600 
  CN Colossal fey 
  Init +0; Senses low-light vision, tremorsense 120 ft.; 
  Perception +8 
  DEFENSE 
  AC 14, touch 2, flat-footed 14 (+12 natural, –8 size) 
  hp 22 (4d6+8) 
  Fort +3, Ref +4, Will +5 
  Immune plant traits 
  OFFENSE 
  Speed 40 ft. 
  Melee vine +3 (1d4+8 plus grab) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks blood drain (1d2 Constitution), 
  soporific pollen, weak vines 
  STATISTICS 
  Str 26, Dex 11, Con 15, Int 13, Wis 12, Cha 16 
  Base Atk +2; CMB +18 (+22 grapple); CMD 28 
  Feats Deceitful, Weapon Focus (vine) 
  Skills Bluff +12, Disguise +12, Knowledge (geography) 
  +8, Knowledge (nature) +12, Perception +8, Perform 
  (sing) +10, Stealth –9 (+7 Stealth in grasslands); Racial 
  Modifiers +4 Knowledge (nature), +16 Stealth in 
  grasslands 
  Languages Sylvan 
  ECOLOGY 
  Environment temperate and warm forests, hills, and 
  plains 
  Organization solitary, pair, or roll (3–6) 
  Treasure incidental 
  SPECIAL ABILITIES 
  Blood Drain (Ex) On each round a pastorix drains 
  blood, it gains 5 temporary hit points that last for 1 hour 
  (up to a maximum number of temporary hit points equal 
  to its full normal hit points). 
  Plant Traits (Ex) While a pastorix is not a plant 
  creature, it enjoys the same immunities as plants. 
  Soporific Pollen (Ex) As a full-round action that does 
  not provoke attacks of opportunity, a pastorix can spray 
  pollen from its many flowers. All humanoid creatures 
  within 60 feet of the pastorix must succeed at a DC 14 
  Fortitude save or fall asleep for 2d6 minutes. Any attempt 
  to wake a sleeping victim (by slapping as a standard action 
  or wounding him) does not automatically wake the victim. 
  Instead, the victim may attempt another Fortitude save to 
  awaken. Damage done by the pastorix does not allow a 
  new save. The pastorix can only spray pollen once per 
  minute. The save DC is Constitution-based. 
  Weak Vine (Ex) Despite its size, a pastorix deals damage 
  with its vine as if it were a medium creature. It adds its 
  Strength modifier to damage rolls instead of 1-1/2 its 
  Strength modifier. 
   
  Pastorixes are normally passive fey creatures who play 
  host to a riot of flowers, some species of which do not 
  exist elsewhere in the region pastorixes inhabit. They 
  view themselves as arks for endangered flower species, 
  and live to see their bounty spread throughout the lands 
  they call home. They accommodate animals and insects 
  responsible for pollinating their flowers, and augment 
  gentle breezes with their own voices to soothe the 
  creatures resting on their ample forms. 
   Pastorixes only run afoul of humanoids when 
  intruders destroy their flowers or kill the animals under 
  their protection, or in conditions of extreme drought 
  when they must supplement dwindling water supplies 
  with blood. When pastorixes are peaceful, they enjoy 
  conversing about their flowers and may even offer up 
  cultivars to friendly creatures promising to plant them 
  in far off lands. 
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  65	
  Procyon 
   
  A massive, four-legged creature covered in wiry gray bristles stares 
  with bright green eyes beaming past a mask of black fur.  
  Procyon                                                                CR 10 
  XP 9,600 
  N Colossal magical beast 
  Init +9; Senses low-light vision, darkvision 120 ft., scent, 
  blindsense 60 ft.; Perception +10 
  DEFENSE 
  AC 24, touch 8, flat-footed 18 (+5 Dex, +1 dodge, +16 
  natural, –8 size) 
  hp 123 (13d10+52) 
  Fort +12, Ref +13, Will +8 
  OFFENSE 
  Speed 60 ft., climb 30ft. 
  Melee bite +17 (2d8+11 plus disease), 2 claws +17 
  (1d8+11 plus grab) 
  Space 30 ft.; Reach 20 ft. 
  Special Attacks iridescent gaze 
  STATISTICS 
  Str 32, Dex 21, Con 19, Int 11, Wis 18, Cha 4 
  Base Atk +13; CMB +32 (+4 to grapple); CMD 47 
  Feats Combat Reflexes, Dodge, Improved Initiative, 
  Mobility, Snatch, Weapon Focus (bite), Weapon Focus 
  (claws) 
  Skills Acrobatics +14, Climb +29, Perception +14, 
  Sleight of Hand +11; Racial Modifiers +8 Climb  
  Languages Sylvan (can’t speak) 
  SQ cover of darkness 
  ECOLOGY 
  Environment temperate forest 
  Organization solitary 
  Treasure none 
  SPECIAL ABILITIES 
  Cover of Darkness (Sp) As a standard action, a 
  procyon can plunge the area within a 60-foot radius into 
  mute blackness, as if it was under the effect of both darkness 
  and silence spells. The area is centered on the procyon and 
  moves with it. This effect lasts 2d6 minutes. 
  Iridescent Gaze (Su) Creatures within 60 feet that sees 
  the procyon must succeed on a DC 13 Will save or 
  become frightened for 1d4 rounds. This is a mind-
  affecting fear effect. Whether or not the save is successful, 
  a creature cannot be affected by the same procyon’s 
  iridescent gaze howl for one day. The save DC is 
  Charisma-based. 
  Lyssavirus (Ex) Bite—injury; save Fort DC 20; onset 1 
  day; frequency 1 day; effect 1 Con damage plus 1d3 Wis 
  damage (minimum reduction to 1 Wis); cure 2 consecutive 
  saves. The save DC is Constitution-based. 
   
  As cities grow and encroach upon ancient forests, waste 
  and garbage sites can attract a procyon who relies on 
  them for sustenance. This nocturnal beast peels apart 
  buildings on the outskirts of town with its dexterous 
  forepaws to sift through the rubble for refuse and scrap. 
  If it attracts attention while searching, it will cast silence 
  and darkness to prevent the rest of the city from learning 
  of what's happening until after it has finished its grisly 
  work. Devastated cities may draw a procyon after 
  suffering from calamity, such as another kaiju’s 
  rampage. The destruction and refuse serves as a beacon 
  to the procyon, calling it over vast distances. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  66	
  Puddinghemoth 
   
  This immense quivering blob bubbles and churns like a cauldron of 
  foul oil, and gives off the sharp scent of stomach acid.  
  Puddinghemoth                                                     CR 9 
  XP 6400 
  N Colossal ooze  
  Init –5; Senses blindsight 60 ft.; Perception –5 
  DEFENSE 
  AC 6, touch –3, flat-footed 6 (–8 size, –5 Dex, +9 natural) 
  hp 145 (10d8+100)  
  Fort +13, Ref –2, Will –2 
  Defensive Abilities split, ooze traits 
  OFFENSE 
  Speed 20 ft., climb 20 ft.  
  Melee slam +10 (4d6+12 plus 2d6 acid plus grab) 
  Space 30 ft.; Reach 25 ft. 
  Special Attacks constrict (4d6+12 plus 2d6 acid), 
  corrosion 
  STATISTICS 
  Str 32, Dex 1, Con 30, Int —, Wis 1, Cha 1 
  Base Atk +7; CMB +26 (+30 grapple); CMD 31 (can't 
  be tripped) 
  Skills Climb +15 
  SQ ooze traits, suction 
  ECOLOGY 
  Environment any underground 
  Organization solitary 
  Treasure none 
  SPECIAL ABILITIES 
  Acid (Ex) A puddinghemoth secretes a digestive acid that 
  dissolves organic material and metal quickly, but does not 
  affect stone. Each time a creature suffers damage from a 
  puddinghemoth's acid, its clothing and armor take the 
  same amount of damage from the acid. A DC 25 Reflex 
  save prevents damage to clothing and armor. A metal or 
  wooden weapon that strikes a puddinghemoth takes 2d6 
  acid damage unless the weapon's wielder succeeds on a 
  DC 25 Reflex save. If a puddinghemoth remains in 
  contact with a wooden or metal object for 1 full round, it 
  inflicts 21 points of acid damage (no save) to the object. 
  The save DCs are Constitution-based. 
  Corrosion (Ex) An opponent that is being constricted 
  by a puddinghemoth suffers a –4 penalty on Reflex saves 
  made to resist acid damage applying to clothing and 
  armor. 
  Split (Ex) Slashing and piercing weapons deal no 
  damage to a puddinghemoth. Instead, the creature splits 
  into two identical puddings, each with half of the original's 
  current hit points (round down). A pudding with 14 hit 
  points or less cannot be further split and dies if reduced to 
  0 hit points. 
  Suction (Ex) The puddinghemoth can create powerful 
  suction against any surface as it climbs, allowing it to cling 
  to inverted surfaces with ease. A puddinghemoth can 
  establish or release suction as a swift action, and as long as 
  it is using suction, it moves at half speed. Because of the 
  suction, a puddinghemoth's CMD score gets a +10 
  circumstance bonus to resist bull rush, awesome blows, 
  and other attacks and effects that attempt to physically 
  move it from its location. 
   
  Though many black puddings reproduce when they 
  grow large enough, others refuse to be so divided. These 
  selfish oozes are capable of incredible sizes given a 
  constant stream of organic matter. Puddinghemoths 
  generally wander lush underground wonderlands, 
  consuming fungi, giant insects, dwarves, and anything 
  else that gets in their way. Should their food become 
  scarce, they split into two and head opposite directions, 
  or simply shrink over time to a more reasonable girth. 
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  67	
  Pyrelight 
   
  This massive pale orb emits a ghostly light and an aura of 
  overwhelming fear.  
  Pyrelight                                                               CR 11 
  XP 12,800 
  CE Colossal aberration 
  Init +8; Senses darkvision 60 ft.; Perception +26 
  DEFENSE 
  AC 15 touch 15, flat-footed 10 (+8 deflection, +4 Dex, +1 
  dodge, –8 size)  
  hp 97 (15d8+30) 
  Fort +7, Ref +9, Will +13 
  Defensive Abilities natural invisibility; Immune 
  magic 
  OFFENSE 
  Speed 50 ft. (perfect) 
  Space 30 ft. 
  Ranged 3 soul shocks +8 touch (4d6 electricity plus soul 
  shock (DC 22)) 
  STATISTICS 
  Str 8, Dex 19, Con 14, Int 21, Wis 15, Cha 14 
  Base Atk +11; CMB +18; CMD 40 (can’t be tripped) 
  Feats 
  Blind-Fight, 
  Dodge, 
  Improved 
  Initiative, 
  Improved Iron Will, Iron Will, Skill Focus (Perception), 
  Skill Focus (Stealth), Weapon Focus (soul shock) 
  Skills Acrobatics +22, Escape Artist+22, Fly +22, 
  Intimidate+20, Knowledge (arcana) +23, Perception+26, 
  Spellcraft+23, Stealth+17, Survival +20  
  Languages Aklo, Boggard, Common, Grippli, Protean, 
  Sphinx 
  SQ feed on fear, wisp mother 
  ECOLOGY 
  Environment any swamp 
  Organization solitary, or web (1 plus 3-6 will-o’-wisps) 
  Treasure Value incidental 
  SPECIAL ABILITIES 
  Feed on Fear (Su) A pyrelight gains fast healing 5 for 
  every dying creature or creature subject to a fear effect 
  within 60 feet. 
  Immunity to Magic (Ex) Pyrelights are immune to all 
  spells and spell-like abilities that allow spell resistance, 
  except magic missile and maze. 
  Natural Invisibility (Ex) Pyrelights have the ability to 
  extinguish their natural glow as a move action, effectively 
  becoming invisible, as per the spell. 
  Soul Shock (Su) As a standard action, a pyrelight may 
  emit three electric shocks. These are touch attacks with a 
  range of 30 feet which deal 4d6 electricity damage. A 
  creature struck by a soul shock must make a Will save or 
  suffer from overwhelming primal fear. The creature 
  cowers for one round and then is shaken for an additional 
  round. This is a mind-affecting fear effect. The save DC 
  is Intelligence based. 
  Wisp Mother (Ex) When a pyrelight is brought to 0 hit 
  points or lower, it is immediately destroyed and dissolves 
  into 1d3+1 will-o’-wisps. 
   
  Pyrelights, or wisp mothers, appear in areas 
  overwhelmed by dark fey magic and will-o’-wisps. Just 
  like their “children” pyrelights seem to take joy in luring 
  travelers to their deaths. They dance out of reach, 
  beckoning wanders into quick sand and over cliffs. 
  Despite their ability to quickly dispose of prey, 
  pyrelights feed off the panic that a slow, painful death 
  brings. 
   Pyrelights are alien in their logic, guided by some 
  strange and unknowable reasoning. While it is 
  postulated that they communicate with each other to 
  some purpose, and that they are somehow formed from 
  groups of wisps, none know for sure. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  68	
  Pyrrhan, The Living Conflagration 
   
  What appears to be a raging spread of wildfire moves of its own 
  accord, a vague intelligence permeating through the incredible heat.  
  Pyrrhan, The Living Conflagration                     CR 23 
  XP 819,200 
  CN Colossal outsider (elemental, fire, native) 
  Init +15; Senses darkvision 60 ft.; Perception +53 
  Aura intense heat (4d6 fire, DC 36) 
  DEFENSE 
  AC 42, touch 14, flat-footed 30 (+11 Dex, +1 dodge, +28 
  natural, –8 size) 
  hp 361 (38d10+152); regeneration 20 (cold) 
  Fort +20, Ref +25, Will +25 
  Defensive Abilities cold counterspell; DR 20/—; 
  Immune elemental traits, fire 
  Weaknesses vulnerable to cold 
  OFFENSE 
  Speed fly 120 ft. (perfect) 
  Melee 2 slams +39 (2d8+9/19–20 plus 8d6 fire) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks fiery motes, nova 
  STATISTICS 
  Str 28, Dex 33, Con17, Int 8, Wis 18, Cha 17 
  Base Atk +38; CMB +55; CMD 77 (can't be tripped) 
  Feats Blind-Fight, Blinding Critical, Combat Reflexes, 
  Critical Focus, Dodge, Exhausting Critical, Flyby Attack, 
  Greater 
  Blind-FightAPG, 
  Improved 
  Blind-FightAPG, 
  Improved Critical (slam), Improved Initiative, Improved 
  Lightning Reflexes, Lightning Reflexes, Skill Focus 
  (Intimidate), Skill Focus (Perception), Stand Still, Tiring 
  Critical, Toughness, Wind Stance 
  Skills Acrobatics +52, Fly +52, Intimidate +50, 
  Perception +51, Spellcraft +40 
  ECOLOGY 
  Environment temperate or warm forests or mountains 
  Organization solitary 
  Treasure none 
  SPECIAL ABILITIES 
  Cold Counterspell (Su) If a pyrrhan succeeds at a 
  Spellcraft check to identify a spell with the cold descriptor 
  that targets it or includes it in an area of effect, and it has 
  at least two attacks of opportunity remaining, it can 
  attempt to counter the spell (as per dispel magic, CL 20th). 
  This consumes two of the pyrrhan’s attacks of 
  opportunity. 
  Fiery Motes (Sp) Motes of fire surrounding a pyrrhan 
  coalesce into balls of flame. Every 1d4+1 rounds, it can 
  spend a standard action to target creatures as per meteor 
  swarm (CL 20th). Creatures must succeed at a DC 22 
  Reflex save to take half damage from meteors generated 
  by this effect. The save DC is Charisma-based. 
  Intense Heat (Ex) A pyrrhan generates incredible heat. 
  The temperature in a 600-foot radius increases to extreme 
  heat. Anything within 60 feet of it takes 4d6 points of fire 
  damage each round. A DC 32 Fortitude save reduces the 
  damage by half. A creature that strikes a pyrrhan with a 
  manufactured weapon can attempt a DC 32 Reflex save 
  to avoid having the weapon take 4d6 points of fire 
  damage; damage dealt to a weapon in this manner is not 
  halved as is normal for damage dealt to items, and ignores 
  the first 10 points of hardness. The save DCs are 
  Constitution-based. 
  As a pyrrhan takes damage, its flame intensifies. For every 
  80 hp less than its maximum hp, it adds 10 to the amount 
  of fire damage it deals with its aura. 
  Nova (Su) When a pyrrhan reaches 0 hp, it explodes in 
  a fury of white-hot flame in a 100-foot radius, dealing 
  20d6 fire damage to all creatures in the radius (DC 36 
  Reflex halves). Additionally, creatures with fire resistance 
  or immunity must succeed at a DC 36 Fortitude save or 
  the damage ignores their resistance or immunity. 
  Creatures with resistance to fire gain a +2 bonus on the 
  save; immunity grants a +8 bonus. The save DCs are 
  Constitution-based. 
   
  Summoned by arson that spreads beyond its intended 
  target, humanoid-caused wildfires raging out of control, 
  or world-ending cultists who burn themselves in effigy, 
  a pyrrhan continues the devastating work begun by 
  these uncontrolled blazes. It continues to burn until it is 
  snuffed out, at which point it explodes violently, only to 
  return again a few years later when a new inferno calls 
  it forth. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  69	
  Rusted Colossus 
   
  This forgotten defender from a bygone age watches with a pitiable 
  gaze, its iron bulk irreparably corroded by rust.  
  Rusted Colossus                                                     CR 3 
  XP 800 
  N Colossal construct 
  Init –2 Senses Darkvision 60, Low-light vision; 
  Perception –3 
  DEFENSE 
  AC 6, touch 0, flat-footed 6 (–2 Dex, +6 natural, –8 size)  
  hp 96 (3d10+80 size) 
  Fort +1, Ref –1, Will –2 
  Immune construct traits 
  OFFENSE 
  Speed 20 ft. 
  Melee slam +0 (2d8+7)  
  Space 30 ft.; Reach 20 ft. 
  STATISTICS 
  Str 21, Dex 6, Con —, Int —, Wis 5, Cha 4 
  Base Atk +3; CMB +16; CMD 20 
  SQ brittle, off balance 
  Languages none 
  ECOLOGY 
  Environment any 
  Organization solitary or pair 
  Treasure normal 
  SPECIAL ABILITIES 
  Brittle (Ex) When the rusted colossus misses a strike, it 
  smashes its fists onto the ground and damages itself. When 
  it misses a slam attack or falls prone, it deals itself 2d8+4 
  damage. 
  Off Balance (Ex) The rusted colossus is perpetually off 
  balance. It can be the target of any combat maneuver 
  regardless of the attacker’s size. The rusted colossus suffers 
  a –4 penalty to its combat maneuver defense. 
   
  Rusted colossi are the sad defenders of ancient ruins 
  without the foresight to produce unchanging guardians. 
  Gigantic golems made of ferrous metals, these once 
  proud protectors are now brittle and weak with decay. 
  A rusted colossus follows its original programming 
  regardless of its present state. However, once active it 
  damages itself as much as its enemy, and may cause its 
  own destruction even without the assistance of an 
  aggressor. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  70	
  Ryujin, The Dragon God 
   
  This massive dragon dwarfs even the greatest wyrms, and his gait 
  reveals something bestial and destructive. His five heads, black, blue, 
  green, red, and white, spit gouts of energy of astounding power.  
  Ryujin, The Dragon God                                     CR 26 
  XP 2,457,600 
  CE Colossal dragon (air, earth, fire, kaiju, water) 
  Init –1; Senses dragon senses; Perception +34 
  Aura elemental (20 ft., 5d6 special), frightful presence 
  (500 ft., DC 30) 
  DEFENSE 
  AC 41, touch –1, flat-footed 41 (–3 Dex, +41 natural, –8 
  size) 
  hp 560 (32d12+384); fast healing 50 
  Fort +29, Ref +15, Will +19 
  Defensive Abilities DR 20/epic; Immune ability 
  damage, ability drain, acid, cold, death effects, disease, 
  electricity, energy drain, fear, fire, paralysis, sleep, sonic; 
  Resist negative energy 30; SR 37 
  OFFENSE 
  Speed 60 ft., burrow 20 ft., fly 250 ft. (clumsy), swim 60ft. 
  Melee 5 bites +43 (4d8+27/19-20) 
  Space 50 ft.; Reach 50 ft. 
  Special Attacks acid cone breath weapon (70-ft. cone, 
  DC 37, 26d8 acid), cold breath weapon (70-ft. cone, DC 
  37, 26d8 cold), crush (Large creatures, DC 35, 4d8+27), 
  electric breath weapon (140-ft. line, DC 37, 26d8 
  electricity), fire breath weapon (70-ft. cone, DC 37, 26d8 
  fire), sonic breath weapon (140-ft. line, DC 37, 26d8 
  sonic), tail sweep (40-ft., 2d8+27, DC 37) 
  STATISTICS 
  Str 47, Dex 4, Con 33, Int 6, Wis 8, Cha 9 
  Base Atk +32; CMB +58; CMD 65 (69 vs trip) 
  Feats Critical Focus, Dazzling Display (bite), Dreadful 
  Carnage, Furious Focus, Hurtful, Improved Critical 
  (bite), 
  Improved 
  Initiative, 
  Improved 
  Iron 
  Will, 
  Intimidating Prowess, Iron Will, Multiattack, Power 
  Attack, Shocking Bellow, Stunning Critical, Toughness, 
  Weapon Focus (Bite)  
  Skills Fly +14, Intimidate +52, Perception +34, Swim 
  +53 
  Languages Draconic 
  SQ ferocity, massive, water breathing 
  ECOLOGY 
  Environment any land or water 
  Organization solitary 
  Treasure incidental 
  SPECIAL ABILITIES 
  Breath Weapons (Ex) Each of Ryujin’s heads has a 
  breath weapon which deals a different type of elemental 
  damage. It may choose to use a breath weapon in place of 
  a bite attack (and may replace multiple bite attacks with 
  breath weapons as long as it does not use the same breath 
  weapon twice). If it replaces a bite with an attack, the 
  breath weapon only deals 10d8 damage instead of 24d8 
  damage. 
  Breath weapon by head: 
  Black: sonic breath weapon (140-ft. line, DC 37, 26d8 
  sonic) 
  Blue: electric breath weapon (140-ft. line, DC 37, 26d8 
  electricity) 
  Green: acid cone breath weapon (70-ft. cone, DC 37, 
  26d8 acid)  
  Red: fire breath weapon (70-ft. cone, DC 37, 26d8 fire) 
  White: cold breath weapon (70-ft. cone, DC 37, 26d8 
  cold) 
  Elemental Aura (Su) Creatures in the aura at the start 
  of Ryujin’s turn take elemental damage. This inflicts 1d6 
  each of acid, cold, electric, fire, and sonic damage. 
  Multiheaded (Ex) Ryujin’s five heads operate semi-
  autonomously. As a standard action, Ryujin may make a 
  bite attack or breath weapon attack with each head. 
   
  A colossal winged dragon of astonishing might and 
  strength, Ryujin “The Dragon God” dwarfs even the 
  most powerful of elder dragons. His origins are 
  unknown, but many theorize that he is indeed the 
  ancestor of all modern chromatic dragons. Others 
  postulate that he is the result of unholy experimentation 
  of colossal proportions, most likely involving the 
  creators of the universe. Others, some dragons 
  included, revere him as a deity; the most powerful of all 
  dragon kind. 
   Ryujin is more savage and bestial that most other 
  dragons, dull in comparison to the arcane learnings of 
  many of his kin. He rarely speaks, seeing no need to 
  communicate with lesser beings (and virtually all beings 
  are lesser). However, this deficiency means little. His 
  pride and appetite for destruction are unmatched, and 
  his power affords him the opportunity for endless 
  brutality. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  71	
  Scorpiohemoth 
   
  This gigantic black scorpion is clad in glistening scales the size of 
  tower shields. Its barbed tail sways 50 feet above the ground, 
  threatening swift and painful death to any who comes near.  
  Scorpiohemoth                                                     CR 10 
  XP 9600 
  N Colossal vermin  
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +6 
  DEFENSE 
  AC 24, touch 4, flat-footed 22 (+2 Dex, +20 natural, –8 
  size) 
  hp 135 (10d8+90)  
  Fort +16, Ref +5, Will +5 
  Immune mind-affecting effects 
  OFFENSE 
  Speed 50 ft.  
  Melee claw +15 (2d8+16 plus grab), sting +15 (2d8+16 
  plus poison) 
  Space 30 ft.; Reach 30 ft. (50 ft. with sting) 
  Special Attacks constrict (1d8+8) 
  STATISTICS 
  Str 43, Dex 15, Con 28, Int —, Wis 14, Cha 2 
  Base Atk +7; CMB +31 (+35 grapple); CMD 43 (55 vs. 
  trip) 
  Skills Perception +6; Racial Modifiers +4 Perception 
  ECOLOGY 
  Environment temperate forests or desert 
  Organization solitary or nest (2-5) 
  Treasure incidental 
  SPECIAL ABILITIES 
  Poison (Ex) Sting-injury; save Fort DC 24; frequency 
  1/round for 6 rounds; effect 1d4 Str damage; cure 2 
  consecutive saves. 
   
  It is incredible that so large a creature can coordinate so 
  many limbs, but the scorpiohemoth moves with an 
  almost hypnotic grace. It crawls across the ground at 
  incredible speed, and fights with a dexterous claw and 
  precise stinger. 
   When 
  it 
  comes 
  time 
  for 
  mating, 
  female 
  scorpiohemoths are drawn to males with the largest 
  right claw. As a result, one of the scorpion’s claws is a 
  small, almost vestigial limb unused in combat, while the 
  other is an oversized monstrosity, too-big for the already 
  gigantic creature.  
   
   
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  72	
  Sequoia Treant 
   
  This immense tree has twin leg-shaped trunks, its conical crown 
  vaguely resembling a humanoid face.  
  Sequoia Treant                                                     CR 14 
  XP 38, 400 
  NG Colossal plant 
  Init –1; Senses low-light vision; Perception +22 
  DEFENSE 
  AC 23, touch 1, flat-footed 23 (–1 Dex, +21 natural, –8 
  size) 
  hp 232 (16d8+160);  
  Fort +20, Ref +4, Will +10 
  Defensive Abilities plant traits; DR 10/slashing  
  Weaknesses Vulnerability to fire 
  OFFENSE 
  Speed 30 ft. 
  Melee 2 slams +21 (4d6+17 plus grab) 
  Ranged 2 explosive cones +21 ranged touch (10d4 fire) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks explosive cones (DC 21), trample 
  (4d6+25, DC 35). 
  Spell-Like Abilities (CL 16th; concentration +19) 
   3/day—thorny entanglementACG (DC 16), quench (DC 16) 
  STATISTICS 
  Str 45, Dex 8, Con 30, Int 12, Wis 16, Cha 13 
  Base Atk +12; CMB +37; CMD 46 
  Feats Cleave, Great Cleave, Greater Sunder, Improved 
  Sunder, Improved Vital Strike, Iron Will, Power Attack, 
  Vital Strike  
  Skills Diplomacy +9, Intimidate +9, Knowledge (nature) 
  +17, Perception +22, Stealth –17 (–1 in forests); Racial 
  Modifiers +16 Stealth in forests 
  Languages Common, Sylvan, Treant 
  SQ mighty hurling, treespeech 
  ECOLOGY 
  Organization solitary 
  Treasure standard (potion of resist fire, potion of protection from 
  fire, other treasure)  
  SPECIAL ABILITIES 
  Explosive Cones (Su) A sequoia treant can use its cones 
  as thrown splash weapons. It can hurl up to two cones as 
  a standard action, attempting to hit its target with a 
  ranged touch attack. Each cone has a range increment of 
  40 feet and bursts upon any impact, causing 10d4 points 
  of fire damage to its target (no save). All creatures and 
  objects in the adjacent squares take 10 points of fire 
  damage (DC 21 Reflex save halves). The save DC is 
  Wisdom-based. 
  Lean and Pick (Ex) When a sequoia treant grapples a 
  Large or smaller creature, it can choose to immediately 
  lift it 60 feet into the air. The treant can release the 
  grapple at any moment as a free or immediate action. 
  Mighty Hurling (Ex) A sequoia treant applies its 
  Strength modifier as a bonus on attack rolls instead of his 
  Dexterity modifier when making ranged attacks with 
  thrown weapons. 
  Treespeech (Ex) A sequoia treant has the ability to 
  converse with plants as if subject to a continual speak with 
  plants spell, and most plants greet them with an attitude of 
  friendly or helpful. 
   
  Found only amidst the ancient woodlands of the highest 
  trees, sequoia treants are forest guardians and druid 
  allies, much like their lesser cousins. Unlike the latter, 
  they do not rely on animating lesser trees to fight for 
  them, using their own immense powers. They are fully 
  aware of their own destructive power, and typically 
  attempt peaceful means of dealing with troubles before 
  resorting to combat. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  73	
  Shadowman 
   
  This massive faceless creature appears to be wispy black boulder with 
  two muscled human legs. 
  Shadowman                                                           CR 5 
  XP 1,600 
  CE Colossal fey (incorporeal) 
  Init +7; Senses Low-light vision; Perception +23 
  DEFENSE 
  AC 9 touch 9, flat-footed 6 (+4 deflection, +3 Dex, –8 
  size)  
  hp 57 (6d6+36) 
  Fort +8, Ref +8, Will +6 
  Defensive Abilities incorporeal traits, Immune cold 
  OFFENSE 
  Speed 60 ft. 
  Melee shadow touch –2 (4d6 cold)  
  Space 30 ft.; Reach 20 ft. 
  Special Attacks trample (4d6 cold, DC 16) 
  Spell-Like Abilities (CL 6th) 
   At Will—shadowstep 
  STATISTICS 
  Str —, Dex 16, Con 22, Int 13, Wis 12, Cha 19 
  Base Atk +3 CMB +11 CMD 28 
  Feats Improved Initiative, Skill Focus (Perception), Skill 
  Focus (Stealth) 
  Skills Acrobatics +12, Bluff +13, Climb +9, Knowledge 
  (geography) +10, Perception +23, Sense Motive +10, 
  Stealth +19; Racial Modifiers +20 Stealth 
  Languages Aklo, Common, Sylvan, Undercommon 
  (cannot speak) 
  SQ shadowlair 
  ECOLOGY 
  Environment any 
  Organization solitary 
  Treasure Value none 
  SPECIAL ABILITIES 
  Shadow Touch (Ex) By reaching out with a shadowy 
  hand as an incorporeal touch attack, the shadowman 
  inflicts 4d6 cold damage. 
  Shadowlair (Ex) Shadowmen make their home in dark 
  areas of the fey planes, and may travel to the material 
  plane or back again as a move action. They may not travel 
  to areas of bright light or areas of total darkness, and must 
  remain in contact with a solid surface at all times. If a 
  shadowman enters an area of bright light or total 
  darkness, or leaves contact with a solid surface, it is dealt 
  6d6 damage, staggered for 1d6 rounds, and thrust back 
  into the fey planes. It cannot return to the Material Plane 
  for 24 hours. 
   
  Shadownmen live on the fringes of the fey planes and 
  the plane of shadows, hunt in the material plane, and 
  frequently travel between dimensions using shadow 
  magic. These bulky creatures are as bizarre as the 
  unknowable processes that spawn them. Though more 
  intelligent than many humanoids, shadowmen do not 
  speak and rarely attempt any communicate with other 
  beings. Instead, they hunt seemingly at random, and 
  flee without feeding when their quarry is dead. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  74	
  Shambling Mountain 
   
  This colossal mass of vines and green tendrils drips bitter-smelling 
  alkaline water with every quivering movement.  
  Shambling Mountain                                             CR 9 
  XP 6,400 
  N Colossal plant  
  Init –1; Senses darkvision 60 ft., low-light vision; 
  Perception +11 
  DEFENSE 
  AC 23, touch 1, flat-footed 24 (+22 natural, –8 size, –1 
  Dex) 
  hp 121 (9d8+81)  
  Fort +15, Ref +4, Will +5 
  Defensive Abilities plant traits; Immune electricity; 
  Resist fire 10;  
  OFFENSE 
  Speed 20 ft., Swim 20 ft.  
  Melee 2 slams +16 (2d6+17 plus grab) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks constrict (2d6+7) 
  STATISTICS 
  Str 45, Dex 8, Con 29, Int 7, Wis 10, Cha 9  
  Base Atk +6; CMB +31 (+35 grapple); CMD 40 
  Feats Cleave, Iron Will, Lightning Reflexes, Power 
  Attack, Weapon Focus (slam) 
  Skills Perception +11, Stealth –7 (+5 in swamps or 
  forests), Swim +19; Racial Modifiers +4 Stealth (+12 
  in swamps or forests), +4 Perception 
  Languages Common, Sylvan (cannot speak) 
  SQ electric fortitude 
  ECOLOGY 
  Environment temperate forest or marshes 
  Organization solitary 
  Treasure standard 
  SPECIAL ABILITIES 
  Electric Fortitude (Ex) Shambling mountains take no 
  damage from electricity. Instead, any electricity attack 
  used against a shambling mound temporarily increases its 
  Constitution score by 1d4 points. The shambling mound 
  loses these temporary points at the rate of 1 per hour. 
   
  Shambling mountains resemble massive piles of rotting 
  vegetation, and are often mistaken for swamp refuse. In 
  reality, they are intelligent, carnivorous plant creatures 
  grown to immense proportions. Shambling mountains 
  typically form when multiple shambling mounds 
  become entangled with one another. A single mound 
  intelligence often fights for dominance within the mess, 
  and takes control of the entire mass.  
   While shambling mounds fight for dominance within 
  a swamp, shambling mountains often herald the end of 
  all animal life within the nearby marshes. They hunt 
  and consume all they can, then break into smaller 
  mounds when the meat runs out. 
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  75	
  Sharkhemoth 
   
  Large as a trade ship, the eyes of this immense shark are cold and 
  black as death. His maw is a grey cavern with uncountable sword-
  sized teeth.  
  Sharkhemoth                                                        CR 10 
  XP 9600 
  N Colossal animal (aquatic) 
  Init +6; Senses blindsense 30 ft., scent; Perception +25 
  DEFENSE 
  AC 24, touch 4, flat-footed 22 (+2 Dex, +20 natural, –8 
  size) 
  hp 142 (15d8+75)  
  Fort +16, Ref +13, Will +8  
  OFFENSE 
  Speed swim 60 ft.  
  Melee bite +17 (4d10+21/19-20 plus grab and 1d6 
  bleed) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks swallow whole (4d6+21 damage, AC 
  20, 14 hp) 
  STATISTICS 
  Str 38, Dex 15, Con 21, Int 1, Wis 12, Cha 10  
  Base Atk +11; CMB +33 (+37 grapple); CMD 45 
  Feats Bleeding Critical, Critical Focus, Great Fortitude, 
  Improved Critical (bite), Improved Initiative, Iron Will, 
  Lightning Reflexes, Skill Focus (Perception) 
  Skills Perception +25, Swim +20 
  ECOLOGY 
  Environment any ocean 
  Organization solitary 
  Treasure none 
  SPECIAL ABILITIES 
  Blood Fury (Ex) If a sharkhemoth can smell a creature 
  suffering from bleed damage, it gains a +2 morale bonus 
  on attack and damage rolls against all targets. 
   
  The sharkhemoth is a colossal killer, an immense beast 
  completely consumed by hunger. It constantly hunts for 
  food, swallowing orcas whole and ripping whales and 
  krakens to shreds. While it does not often attack ships, 
  it is still feared and reviled by sailors across the planes. 
  The man-sized black eyes reveal nothing but cold death 
  beneath the waves. 
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  76	
  Sharknado 
   
  This colossal tornado seems to be carrying hundreds of gnashing, 
  bloodthirsty sharks.  
  Sharknado                                                           CR 18 
  XP 153,600 
  CN Medium Animal 
  Init +6 Senses low-light vision; Perception +6 
  DEFENSE 
  AC 31, touch 16, flat-footed 25 (+6 Dex, +15 natural 
  armor)  
  hp 315 (30d8+180) 
  Fort +23, Ref +23, Will +16 
  Defensive Abilities swarm traits 
  Weaknesses swarm traits 
  OFFENSE 
  Speed 0 ft., Fly 40 ft., swim 20 ft. 
  Melee swarm (8d6 bludgeoning plus 8d6 piercing plus 
  5d6 bleed) 
  Space 30 ft.; Reach 0 ft. 
  Special Attacks carrying wind (DC 28) 
  STATISTICS 
  Str 17, Dex 23, Con 22, Int —, Wis 22, Cha 2 
  Base Atk +22 CMB +25; CMD 41 
  ECOLOGY 
  Environment any 
  Organization solitary or storm (2-8) 
  Treasure Value incidental 
  SPECIAL ABILITIES 
  Carrying Wind (Ex) When the sharknado moves, all 
  creatures within it or in its path must make a Strength 
  check or move with it. This save is Strength-based. 
   
  Nobody quite knows where sharknados come from. 
  Some theologians suggest they are byproducts of 
  strange weather, while others suggest they are primal, 
  semi-sentient being of great wisdom. Others still 
  maintain that sharknadoes originate at the fringes of the 
  elemental plane of air and the elemental plane of sharks. 
  In any case, sharknados are a serious menace. They 
  storm the coasts, demolishing and consuming all in their 
  paths. A creature stuck in a sharknado is subject to not 
  only the gnashing of shark teeth, but also the 
  pummeling of their wet bodies. It’s an extremely 
  unpleasant way to go. 
   
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  77	
  Shrine Ooze 
   
  The quaint wooden floor and solid walls of the monastery quiver like 
  gelatin. The pine-scented air of the room rushes out, suddenly replaced 
  by liquid as the giant ooze reveals itself.  
  Shrine Ooze                                                           CR 9 
  XP 6,400 
  N Colossal ooze 
  Init –5; Senses blindsight 60 ft.; Perception +1 
  DEFENSE 
  AC 7, touch –3, flat-footed 7 (–5 Dex, +12 natural, –8 
  size) 
  hp 161 (14d8+98); fast healing 5 
  Fort +11, Ref –1, Will +4 
  Defensive Abilities consume; Immune ooze traits; 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 22 
  OFFENSE 
  Speed 10 ft. 
  Melee 2 slams +10 (2d8+8 plus poison) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks engulf (DC 21, poison), poison, 
  smother 
  STATISTICS 
  Str 26, Dex 1, Con 24, Int —, Wis 6, Cha 4 
  Base Atk +10; CMB +26; CMD 31 
  Skills Disguise –3 (+17 as a building); Racial 
  Modifiers +20 Disguise as a building 
  SQ false idol 
  ECOLOGY 
  Environment any warm, urban 
  Organization solitary, pair, or complex (3-8) 
  Treasure double 
  SPECIAL ABILITIES 
  Consume (Ex) Any creature who hits a shrine ooze with 
  a melee weapon while within 5 feet of the ooze must 
  succeed at a DC 21 Reflex save or become engulfed. The 
  DC is Strength-based, and includes a –4 penalty to the 
  DC. 
  False Idol (Su) A shrine ooze appears as a small, non-
  denominational shrine set in the countryside, and can 
  always take 20 to disguise itself as such. Divine spellcasters 
  who avail themselves of the facilities and fail a DC 15 Will 
  save find their prayers might go unanswered when the 
  ooze reveals itself and their faith wavers—imparting 50% 
  spell failure chance until the next time they prepare spells. 
  The save DC is Wisdom-based. 
  Shrine Poison (Ex) When a creature takes damage 
  from the shrine ooze’s engulf or slam ability, it must save 
  against shrine poison. The DC of the poison includes a –
  4 racial penalty. 
  Engulf or slam—injury; save Fort DC 20, frequency 1/round 
  for 6 rounds, effect 1d4 Dex and Str damage, cure 2 
  consecutive saves. 
   
  These ooze are found along quiet back-roads where 
  travelers might stop to rest—appearing as places of 
  sanctuary. This transformation is quite complete, and 
  includes a variety of supplies available for use. Those 
  who avail themselves of the facilities find their good 
  fortune cut short however, as the ooze reveals itself once 
  their guard is down, engulfing the unfortunate souls. 
  Their sedentary nature requires them to feed only 
  infrequently, and they are often mistaken for real 
  buildings when people move into the area. 
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  78	
  Stormghost Ship 
   
  Pale ghostly masts and sails rise amidst the stormy waves, seemingly 
  untroubled by the tempest. No creatures man the riggings, yet the ghost 
  ship moves steadily and with purpose.  
  Stormghost Ship                                                    CR 9 
  XP 6400 
  CE Colossal undead (incorporeal) 
  Init +4; Senses darkvision 60 ft., stormsight; Perception 
  +23 
  Aura despair (60 ft., paralyzed 1d4 rounds, DC 22), 
  electricity (5 ft., 1d6 electricity) 
  DEFENSE 
  AC 9, touch 9, flat-footed 9 (+7 deflection, –8 size) 
  hp 137 (11d8+88)  
  Fort +10, Ref +5, Will +12 
  Defensive Abilities channel resistance +4, incorporeal; 
  Immune electricity, undead traits, SR 20 
  Weakness sunlight powerlessness 
  OFFENSE 
  Speed Fly 60 ft. (perfect) 
  Melee incorporeal touch +0/–5 (6d6 negative energy 
  plus drink life) 
  Space 30 ft.; Reach 20 ft. 
  Special Attacks death’s passage (DC 19), drink life 
  Spell-Like Abilities (CL 11th; concentration +18) 
  1/day—control weather (storms only, effect moves with 
  the stormghost ship) 
  3/day—call lightning storm (DC 22) 
  STATISTICS 
  Str —, Dex 10, Con —, Int 9, Wis 16, Cha 24 
  Base Atk +8; CMB +8; CMD 25 
  Feats Improved Lightning Reflexes, Improved Initiative, 
  Iron Will, Lightning Reflexes, Skill Focus (Perception), 
  Toughness 
  Skills Fly +14, Knowledge (geography)+10, Perception 
  +23 
  Languages Common (can’t speak), telepathy 100 ft. 
  ECOLOGY 
  Environment any oceans 
  Organization solitary, envy (2-5) or fleet (6-12)  
  Treasure none  
  SPECIAL ABILITIES 
  Death’s Passage (Su) As a full-round action, a 
  stormghost ship can move through any material creatures 
  and objects, causing them damage as per its incorporeal 
  touch. Targets of a death’s passage can make an attack of 
  opportunity, but at a –4 penalty. If targets forgo an attack 
  of opportunity, they can attempt to avoid the ship’s hull 
  and riggings at least partially, and receive a Reflex save to 
  take half damage. A stormghost ship can only deal death’s 
  passage damage to each target once per round, no matter 
  how many times its movement takes it over a target 
  creature. The save DC is Dexterity-based and includes a 
  +4 racial modifier. The stormghost ship does not deal 
  damage if it moves through a creature without using 
  death’s passage. 
  Despair Aura (Su) Any creature within a 60-foot radius 
  that sees a stormghost ship must make a DC 22 Will save 
  or be paralyzed by fear for 1d4 rounds. Whether or not 
  the save is successful, that creature cannot be affected 
  again by the same stormghost ship's despair ability for 24 
  hours. This is a paralysis and a mind-affecting fear effect. 
  The save DC is Charisma-based. 
  Drink Life (Su) In any round when a stormghost ship 
  has damaged one or more living opponents using its 
  incorporeal touch or death’s passage ability, it can spend 
  a swift action to use the stolen life force to feed its undead 
  existence. It gains fast healing 5 for a number of rounds 
  equal to the number of living creatures damaged. 
  Lightning Aura (Su) A stormghost ship is surrounded 
  by an aura of crackling electricity. All creatures within 5 
  feet take 1d6 points of electricity damage at the beginning 
  of the stormghost ships’ turn. 
  Stormsight (Ex) A stormghost ship can see perfectly in 
  any rain, fog, and storms as if no such conditions existed. 
  Sunlight Powerlessness (Ex) Stormghost ships are 
  powerless in natural sunlight and flee from it, using their 
  control weather ability to shield themselves with 
  protective stormy clouds. A stormghost ship caught in 
  sunlight cannot attack and is staggered. 
   
  A stormghost ship is an undead entity that looks like a 
  ghostly form of a pirate ship, travelling across seas and 
  bringing storms and doom to mortals. They are created 
  only by the most unusual and grisly events, such as a 
  deadly curse befalling a ship and its crew. It is the spirits 
  of the dead that keep a stormghost ship running and 
  grant it powers. 
   A typical stormghost ship normally attacks by using 
  its weather controlling powers or death’s passage ability. 
  It typically hunts for specific targets, such as ships and 
  travelers belonging to a particular nation or city – and 
  this target choice is always directly related to the 
  circumstance of its demise. 
  While most stormghost ships travel across seas 
  only, never using their flight abilities to move 
  overland or rise into the sky, 
  stormghost 
  airships 
  are 
  rumored to exist. They look 
  like colossal aircrafts known to local 
  cultures and use their flight abilities 
  to hunt the skies. 
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  79	
  Stormswimmer 
   
  Shrouded in a roiling thundercloud, a monstrous lobster-like tail leads 
  to this creature's human upper body. Its laughing face is topped with 
  flickering red lightning in place of hair. 
  Stormswimmer                                                    CR 10 
  XP 9,600 
  CN Colossal fey 
  Init +0; Senses low-light vision, mistsight; Perception –
  1 
  Aura wild winds 
  DEFENSE 
  AC 20, touch 3, flat-footed 19 (+1 dodge, +17 natural, –
  8 size) 
  hp 127 (17d6+68) 
  Fort +9, Ref +10, Will +11 
  Defensive Abilities storm mantle; DR 10/cold iron; 
  Immune electricity, sonic 
  OFFENSE 
  Speed fly 80 ft. (average) 
  Melee trident +16 (4d6+12), tail slap +11 (4d6+6/19–
  20) 
  Space 30 ft.; Reach 20 ft. (30 ft. with tail slap) 
  Special Attacks thunderstrike 
  Spell-Like Abilities (CL 8th; concentration +13) 
   3/day—gust of wind (DC 17), steal breathARG (DC 17) 
  STATISTICS 
  Str 35, Dex 11, Con 18, Int 8, Wis 8, Cha 21 
  Base Atk +12; CMB +32 (+34 bull rush); CMD 42  
  Feats Acrobatic, Awesome Blow, Cleave, Dodge, 
  Improved Bull Rush, Improved Critical (tail slap), Iron 
  Will, Lunge, Power Attack 
  Skills Acrobatics +24, Fly +16, Knowledge (geography) 
  +19, Knowledge (nature) +19, Knowledge (local) +19 
  Languages Aquan, Auran, Giant, Sylvan 
  SQ stormswimmer 
  ECOLOGY 
  Environment temperate and warm oceans and 
  coastlines 
  Organization single, pair, or cluster (3-6) 
  Treasure incidental 
  SPECIAL ABILITIES 
  Stormswimmer (Ex) A stormswimmer is carried 
  through the sky by wind currents, often swimming against 
  them to reach its desired destination. It is unable to hover. 
  At the end of each turn it moves in the direction of the 
  wind, as if it were caught in flowing water (Pathfinder 
  Roleplaying Game Core Rulebook). It moves 10 feet for every 
  step of wind intensity above light. 
  Storm Mantle (Su) The whipping winds immediately 
  surrounding a stormswimmer blow attacks awry, giving 
  any attack by a ranged weapon a 30 percent miss chance. 
  A giant-thrown boulder, a siege engine projectile, and 
  other massive ranged weapons are not affected. Gases, 
  gaseous breath weapons, and creatures in gaseous form 
  cannot pass through the storm mantle. 
  Thunderstrike (Su) As a standard action every 1d4 
  rounds, a stormswimmer can channel a bolt of lightning 
  that deals 5d6 points of electricity damage and 5d6 points 
  of sonic damage and causes deafness for 1 round in a 100-
  foot line (DC 22 Reflex save halves damage and negates 
  deafness). The save DC is Constitution-based. 
  Wild Winds Aura (Su) The effects of winds in a 60-ft. 
  radius around the stormswimmer are increased by one 
  step in intensity (Pathfinder Roleplaying Game Core Rulebook), 
  up to hurricane force. This is not considered a magical 
  effect for purposes of alter winds. 
   
  Simple creatures, these massive fey swim through the 
  skies where they take delight in the power of great 
  storms, laughing at the poetry of wind, rain, thunder, 
  and lightning. Highly social, they enthusiastically try to 
  share their joy in such storms with others, proving 
  themselves a pest to creatures such as storm giants and 
  an inadvertent albeit potentially deadly threat to lesser 
  mortals and ship-bound voyagers. They typically 
  approach other creatures they encounter in open and 
  honest friendship, but lash out angrily at those that 
  reject them, an all-too-often reaction thanks to the 
  destructive nature of their presence. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  80	
  Swarm Titan 
   
  An endless number of red-eyed locusts drone within this titanic 
  humanoid-shaped monstrosity. Swarms of the insects coalesce into 
  limbs and a head for the beast.  
  Swarm Titan                                                         CR 18 
  XP 153,600 
  N Fine vermin (swarm) 
  Init –1; Senses darkvision 60 ft.; Perception +4 
  DEFENSE 
  AC 33, touch 1, flat-footed 33 (–1 Dex, +32 natural, –8 
  size) 
  hp 310 (27d8+189); fast healing 10 
  Fort +22, Ref +8, Will +13 
  Defensive 
  Abilities 
  amorphous, 
  swarm 
  traits; 
  Immune mind-affecting effects 
  OFFENSE 
  Speed 30 ft., fly 30 ft. (good) 
  Melee swarm (5d6 plus devour), slam +28 (3d6+16 plus 
  consume thoughts and devour) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks coalescing slam, consume thoughts, 
  devour, distraction (DC 30), psychic shockwave (60 ft. 
  cone, 13d6 damage, DC 23)  
  STATISTICS 
  Str 42, Dex 8, Con 24, Int —, Wis 18, Cha 10 
  Base Atk +20; CMB —; CMD — 
  Skills Fly –5 
  ECOLOGY 
  Environment temperate or warm deserts or plains 
  Organization solitary 
  Treasure incidental 
  SPECIAL ABILITIES 
  Coalescing Slam (Su) As a standard action, the swarm 
  titan can coalesce part of its mass into a slam attack. It 
  may make attacks of opportunity as if it had the slam 
  attack. 
  Consume Thoughts (Ex) The swarm titan not only 
  consumes flesh and bone, but also consume the thoughts 
  of creatures it strikes with its melee attack. If the creature 
  fails a DC 23 Will save, the swarm titan consumes the 
  psychic energy of the victim. This process deals 1d4 points 
  of Intelligence and Wisdom drain to the target, and erases 
  the past minute of the creature’s memory. Spell casters 
  must make concentration checks (DC 20 + spell level) for 
  any spell cast for the next 1d4 rounds. The save DC is 
  Charisma-based. 
  Devour (Ex) The swarm titan’s attacks devour 
  everything in its path. Its swarm and melee attacks 
  damage all unattended objects and all non-magical 
  attended items. The swarm titan’s attacks count as 
  adamantine for the purpose of bypassing DR and 
  hardness. 
  Psychic Shockwave (Su) The swarm titan can 
  coordinate its locusts to beat their wings in synchronicity, 
  emitting a shockwave of psychic energy at an opponent’s 
  mind. Once every 1d4+1 rounds, the swarm titan can 
  emit a 60-foot cone of psychic energy that causes 13d6 
  points of damage to anyone caught within the cone. The 
  target must succeed at a DC 23 Will save for half damage. 
  The save DC is Charisma-based and is a mind-affecting 
  effect. 
   
  The swarm titan is a destructive force sent by displeased 
  gods. It is a primordial nexus of psychic force that draws 
  together hundreds of swarms of locusts into a collective 
  being bent on consuming everything in its path. The 
  swarm titan is created from a mass of swarming locust 
  that have consumed the psychic energy of hundreds of 
  humanoids. The swarm titan is a humanoid cloud of 
  living locust that weighs 20,000 tons. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  81	
  Titankarp 
   
  This carp’s eyes radiate with an overwhelming stupidity that makes 
  its absurd size even more dangerous.  
  Titankarp                                            CR 22 
  XP 615,000 
  N Colossal animal  
  Init +2; Senses low-light vision; Perception +21 
  DEFENSE 
  AC 37, touch 0, flat-footed 37 (–2 Dex, +37 natural, –8 
  size) 
  hp 493 (34d8+340) 
  Fort +30, Ref +17, Will +12 
  OFFENSE 
  Speed swim 50 ft. 
  Melee bite +40 (4d6+23), slam +41 (3d8+23), tail slap 
  +35 (4d6+11) 
  Space 60 ft.; Reach 20 ft. 
  Special Attacks ramming fish, wreck-making slam 
  STATISTICS 
  Str 56, Dex 7, Con 28, Int 1, Wis 13, Cha 2 
  Base Atk +25; CMB +56; CMD 64 
  Feats Critical Focus, Diehard, Endurance, Great 
  Fortitude, 
  Improved 
  Great 
  Fortitude, 
  Improved 
  Initiative, Improved Natural Armor (x2), Improved 
  Natural Attack (slam), Power Attack, Skill Focus 
  (perception), Skill Focus (swim), Staggering Critical, 
  Stunning Critical, Swim-By Attack, Toughness, Weapon 
  Focus (slam) 
  Skills Perception +27, Swim +49 
  ECOLOGY 
  Environment any lake 
  Organization solitary 
  Treasure none  
  SPECIAL ABILITIES 
  Ramming Fish (Ex) This ability works like the capsize 
  monster rule, except for the following: for every 5 by 
  which the maneuver check exceeds the capsize DC, the 
  ship is pushed 30 ft. If the ship encounters a solid 
  unmovable or colossal-sized object, it takes 2d8 damage 
  for every 5 by which the maneuver check exceeds the 
  capsize DC. That solid object takes the same amount of 
  damage if it is breakable (reroll the dice). If the capsize 
  attempt is successful, all creatures on the ship must 
  succeed a DC 50 Reflex save or a DC 50 Acrobatics 
  check, or fall prone. If they fail their save by 10 or more, 
  they are thrown into the water. If they are inside of the 
  ship, they must succeed a Fortitude save with the same 
  DC or be stunned for 1d6 rounds. The DC is Strength-
  based. 
  Wreck-Making Slam (Ex) When located under a ship 
  or next to it, the titankarp can attempt to destroy it. If it 
  hits with a slam attack and deals damage, it can 
  immediately try a capsize maneuver following the rules of 
  the ramming fish ability. 
   
  Titankarps live in the largest lakes, usually in their 
  deepest waters, where no human can disturb its calm 
  movements. As the biggest inhabitant of its home, this 
  gigantic fish fears nothing and roams peacefully, feeding 
  on smaller animals. When it comes closer to the surface, 
  it preys on boats, which it seems to hate. A titankarp 
  attacks these wooden structures because it considers 
  them as rivals for size. Smaller predators often follow 
  the carp, who feast on the swimming sailors. 
   Titankarps live extremely long lives, and never quite 
  stop growing. If killed, their flesh may be used to nourish 
  a full city. However, such a feast has to be prepared fast. 
  The fish’s strong smell attracts both vermin and hordes 
  of cats. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  82	
  Torthen The Lightning Bird 
   
  This enormous bird of prey is covered in blue and yellow feathers. 
  The air surrounding it is filled with the dull ache of electricity.  
  Torthen The Lightning Bird                                 CR 8 
  XP 4,800 
  N Colossal magical beast (air) 
  Init +8; Senses darkvision 60 ft., low-light vision; 
  Perception +10 
  Aura windforce (20 feet, see below) 
  DEFENSE 
  AC 20, touch 7, flat-footed 15 (+4 Dex, +1 dodge, +13 
  natural, –8 size) 
  hp 114 (12d10+36) 
  Fort +13, Ref +14, Will +4 
  Defensive Abilities body vapor 
  OFFENSE 
  Speed 30 ft., fly 150 ft. (average) 
  Melee bite +20 (4d6+10), 2 talons +15 (2d8+5) 
  Space 30 ft.; Reach 20 ft. 
  Special Attacks lightning blast (40-ft line, 10d6 
  electricity, Reflex DC 19 for half), sonic burst (60-ft burst, 
  8d8 sonic, Fortitude DC 19 for half). 
  STATISTICS 
  Str 30, Dex 19, Con 16, Int 2, Wis 11, Cha 10 
  Base Atk +12; CMB +30; CMD 44 
  Feats Acrobatic, Alertness, Dodge, Flyby Attack, 
  Improved Initiative, Mobility  
  Skills Fly +15, Perception +10; Racial Modifier +8 
  Perception 
  SQ body vapor, windforce 
  ECOLOGY 
  Environment warm forests and mountains 
  Organization solitary 
  Treasure none 
  SPECIAL ABILITIES 
  Body Vapor (Ex) As a free action, a torthen evaporates 
  some of the body moisture stored within its body to create 
  fog. This fog acts as an obscuring mist spell in a 30 ft. radius 
  around the torthen, but it only lasts for 3 rounds. Torthen 
  can see through all fog and mist as if it did not exist. 
  Lightning Blast (Sp) Three times per day, a torthen 
  can unleash the electricity stored in its body in a 40 foot 
  line, dealing 10d6 points of electricity damage (Reflex DC 
  19 for half). This DC is Constitution-based. 
  Sonic Burst (Sp) As a standard action, a torthen can 
  clap its wings together, causing a thunderous boom. 
  Anyone within 60 feet takes 8d8 sonic damage (Fort DC 
  19 for half) and becomes deafened for 1d4 rounds. A 
  successful save reduces the deafened condition to 1 round. 
  The DC is Constitution-based. 
  Windforce (Ex) A torthen’s powerful wings churn the 
  air 20 ft. around it, as if they were hurricane force winds 
  blowing away from the lightning bird. These winds makes 
  ranged attacks impossible, and any creature of medium 
  size or smaller may be blown away. See Environment in 
  Pathfinder RPG Core Rulebook for more details. 
   
  Torthens are gigantic birds of prey, similar in many 
  ways to a hawk. They spends their time hunting in and 
  near the forests and mountains in which they make their 
  home. Torthens eat any large animals they can catch, 
  but have a particular taste for horse-flesh and have been 
  known to target centaur tribes.  
   Some primitive tribes worship torthens as gods of 
  thunder and lightning and believe that sacrifices of 
  animals will bring rain in dry seasons and stave off 
  hunger. Torthens have only the vaguest idea that this is 
  happening, and consider it good luck and a free meal 
  when sacrifices are made. 
   
   
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  83	
  Tribunal Wheel 
   
  A rail-thin figure in robes of gleaming silver hovers inches from the 
  ground. Its arms of corded muscles end in boney hands with fingers 
  unnaturally long at each joint. The creature's head is an ever-turning 
  marble wheel, with three scowling faces embedded in the stone.  
  Tribunal Wheel                                                   CR 33 
  XP 26,214,400 
  LN Colossal outsider (extraplanar, lawful) 
  Init +16/+6/–4; Senses darkvision 100 ft., see alignment, 
  true seeing; Perception +42 
  Aura aura of truth (100 ft., DC 35) 
  DEFENSE 
  AC 48, touch 31, flat-footed 46 (+19 deflection, +2 Dex, 
  +25 natural, –8 size) 
  hp 760 (39d10+546); regeneration 30 (chaotic) 
  Fort +29, Ref +25, Will +31 
  Defensive Abilities faces of the court; DR 20/epic; 
  Immune ability damage, ability drain, death effects, 
  disease, energy drain, fear; Resist acid 30, cold 30, 
  electricity 30, fire 30, sonic 30; SR 41 
  OFFENSE 
  Speed 30 ft., fly 200 ft. (average) 
  Melee +5 vorpal scythe +47/+42/+37/+32 (6d6+20/19-
  20, x4) 
  Ranged ray of condemnation +33 touch (20d6; DC 43) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks executioner, judge, prosecutor 
  Spell-Like Abilities (CL 20th; concentration +26) 
  Constant—freedom of movement, true seeing 
  At will—detect thoughts (DC 23), divination, see alignmentUC 
  3/day—greater teleport, plane shift (DC 27) 
  1/day—forcecage (DC 27), imprisonment (DC 29), maze 
  1/week—geas/quest (DC 26), time stop 
  STATISTICS 
  Str 31, Dex 15, Con 39, Int 23, Wis 30, Cha 23 
  Base Atk +39; CMB +57; CMD 88 
  Feats Combat Casting, Combat Expertise, Combat 
  Reflexes, Flyby Attack, Great Fortitude, Hover, 
  Improved Critical (scythe), Improved Initiative, Ironclad 
  Logic, Lightning Reflexes, Martial Dominance, Nimble 
  Moves, Persuasive, Power Attack, Sense Assumptions, 
  Spell Focus (divination), Spell Penetration, Uncanny 
  ConcentrationUM, Weapon Focus (scythe), Wingover 
  Skills Appraise +35, Diplomacy +39, Fly +26, Heal 
  +39, 
  Intimidate 
  +47, 
  Knowledge 
  (arcana) 
  +38, 
  Knowledge (dungeoneering) +28, Knowledge (history) 
  +25, Knowledge (local) +37, Knowledge (nature) +37, 
  Knowledge (planes) +38, Knowledge (religion) +38, 
  Perception +42, Sense Motive +42, Spellcraft +38, 
  Stealth +18, Survival +36 
  Languages Abyssal, Aklo, Celestial, Common, Infernal, 
  Protean; telepathy 100 ft. 
  SQ final judgement, mistrial, three faced, unerring scythe 
  ECOLOGY 
  Environment any 
  Organization solitary 
  Treasure standard (+5 vorpal scythe, other treasure) 
  SPECIAL ABILITIES 
  Aura of Truth (Su) The tribunal wheel emanates a 100 
  foot aura of truth that acts as zone of truth and dimensional 
  anchor. When a creature enters the aura it must make a 
  Will save, or suffer the effects as long as it remains within 
  the aura (Will DC 35). This is a mind-affecting 
  compulsion effect. The save DC is Charisma-based. 
  Regardless of whether or not they succeed, spellcasters 
  within the aura must succeed at a DC 35 concentration 
  check to cast spells of the illusion school. 
  Executioner (Ex) If the face of the executioner is 
  showing, the tribunal wheel may carry out the jury’s 
  verdict on a single target that it can see within 300 feet. As 
  a swift action, the tribunal wheel emits a single jagged bolt 
  of black energy, dealing 150 damage and stunning the 
  target for one round. A DC 35 Reflex save halves this 
  damage and negates the stun condition. The save DC is 
  Charisma-based. 
  After making this attack, the tribunal wheel rotates to the 
  judge’s face. 
  Faces of the Court (Su) The face of the tribunal wheel 
  is an ever turning disk inlaid with three faces: the judge, 
  prosecutor, and executioner, each with their own voices 
  and abilities. The tribunal usually begins combat with the 
  judge’s face showing, and his abilities usually turn the 
  wheel (as indicated in the abilities themselves). The 
  tribunal wheel may spin the wheel to any face as a swift 
  action. 
  When making Will saves, the tribunal rolls three times and 
  takes the highest result. The supernatural faces emanate a 
  deflection bonus to armor class equal to half his hit die. 
  The tribunal wheel’s supernatural abilities are not 
  suppressed by antimagic fields or similar effects. 
  Final Judgement (Ex) The tribunal’s judgement is 
  final. Any creature killed by the tribunal, whether it be 
  through scythe, ray, judge, or executioner, is destroyed 
  completely: its soul is utterly obliterated and it cannot be 
  returned to life by any means except by a mistrial. 
  Mistrial (Su) It is possible for violence to overcome 
  justice. If the tribunal wheel is killed, all creatures who 
  died within 600 ft. of the tribunal wheel within the past 
  hour are returned to life as if by true resurrection. 
  Judge (Ex) If the judge’s face is showing, the tribunal 
  wheel may unleash a devastating verbal attack as a swift 
  action. This sonic attack deals 20d6 points of sonic 
  damage in a 100 foot cone and causes the targets to 
  become permanently silent as per a targeted silence spell 
  with a duration of permanent. A successful DC 35 
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  84	
  Fortitude save halves the damage and negates the silence 
  condition. The save DC is Charisma-based. 
  After making this attack, the tribunal wheel rotates to the 
  prosecutor’s face. 
  Prosecutor (Ex) If the prosecutor’s face is showing, the 
  prosecutor may bring charges against all targets within 
  300 feet as a swift action. The targets must make a DC 35 
  Will save or cower for 1 round and then become 
  permanently shaken (effects which remove the shaken 
  condition also remove this permanent shaken condition). 
  This is a mind-affecting compulsion and fear effect. The 
  save DC is Charisma-based. 
  After making this attack, the tribunal wheel rotates to the 
  executioner’s face. 
  Ray of Condemnation (Su) As a standard action, the 
  tribunal wheel can emit a black ray that causes a terrible 
  disintegration of flesh and bone with a successful ranged 
  touch attack. A successful DC 43 Fortitude save halves the 
  damage caused by the execution attack. A creature 
  reduced to 0 hit points by an execution ray attack must 
  succeed at a DC 43 Fortitude save or be immediately slain 
  and reduced to a pile of fine ash.  
  Three Faced (Ex) The tribunal wheel gets three turns 
  each round, another on an initiative count +10, another 
  on its initiative count, and a third turn on its initiative 
  count –10. This allows the tribunal wheel to perform three 
  actions per round that normally take an entire round, such 
  as using a summon monster spell, and provides it with three 
  swift actions. For the purposes of spells and effects that 
  have a duration of a round or longer or trigger at the 
  beginning of the creature's round or the start of its turn 
  such as saving throws against ongoing effects or taking 
  bleed damage, only the tribunal wheel's first turn each 
  round counts toward such durations. 
  Unerring Scythe (Su) As a swift action the tribunal 
  wheel can call its scythe back to its hand. The scythe 
  disappears from its location and returns to the tribunal 
  wheel, ready to be used again. If the scythe was destroyed 
  or damaged, it reforms with full hp. 
   
  The tribunal wheel is a being of divine creation, and 
  self-contained courtroom designed to punish the most 
  horrendous of law-breakers. It seeks justice above all 
  else, and bestows judgement on supernatural creatures 
  of incredible power. The faces of the wheel rotate into 
  position at the opportune moment during interaction 
  with various beings, but are always present. Each face 
  brings a different aspect, personality, and ability to the 
  creature: The Judge, Prosecutor, and Executioner. 
   
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  85	
  Turtlehemoth 
   
  This gigantic turtle moves at a ponderous pace, but its sharp jaw 
  looks able to snap a tree in half. 
  Turtlehemoth                                                       CR 10 
  XP 9,600 
  N Colossal animal  
  Init +2; Senses low-light vision, scent; Perception +21 
  DEFENSE 
  AC 28, touch 0, flat-footed 28 (–2 Dex, +28 natural, –8 
  size) 
  hp 137 (11d8+88)  
  Fort +14, Ref +5, Will +4 
  OFFENSE 
  Speed 20 ft., swim 20 ft.  
  Melee bite +16 (6d6+20/19-20 plus grab) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks swallow whole (2d8+20 bludgeoning, 
  AC 28, 26 hp) 
  STATISTICS 
  Str 40, Dex 6, Con 25, Int 1, Wis 13, Cha 6  
  Base Atk +8; CMB +31 (+35 grapple); CMD 39 (43 vs. 
  trip) 
  Feats Improved Critical (Bite), Improved Initiative, 
  Lunge, Skill Focus (Perception), Toughness, Weapon 
  Focus (bite) 
  Skills Perception +21, Swim +21 
  SQ armored stomach, hold breath, shell 
  ECOLOGY 
  Environment temperate or warm water or shore 
  Organization solitary or band (2-5) 
  Treasure none 
  SPECIAL ABILITIES 
  Armored Stomach (Ex) A turtlehemoth’s body is 
  difficult to cut through-its stomach gains a +4 bonus to its 
  AC and has double the normal hit points when 
  determining the success of a swallowed creature 
  attempting to cut its way free. 
  Shell (Ex) As a move action, a turtlehemoth can pull its 
  extremities and head into its shell. It cannot move or 
  attack as long as it remains in this state, but its armor 
  bonus from natural armor increases by +4 as long as it 
  does. 
   
  Turtlehemoths are plodding, long lived creatures of 
  relative passivity. They meander through shallow seas 
  and shorelines, consuming mostly crabs and large fish. 
  Though they move slowly, their necks have surprising 
  length and they are able to ambush prey from a great 
  distance. 
   
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  86	
  Unicornicopia 
   
  This massive unicorn glows with a pale luminescence, its silky hair 
  and glistening horn pure as white snow. 
  Unicornicopia                                                        CR 6 
  XP 2,400 
  CG Colossal magical beast  
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10 
  Aura magic circle against evil 
  DEFENSE 
  AC 20, touch 4, flat-footed 18 (+2 Dex, +16 natural, –8 
  size; +2 deflection vs. evil) 
  hp 62 (4d10+40)  
  Fort +13, Ref +6, Will +6; +2 resistance vs. evil 
  Immune charm, compulsion, poison  
  OFFENSE 
  Speed 60 ft.  
  Melee gore +13 (4d6+16) 
  Space 30 ft.; Reach 25 ft. 
  Special Attacks powerful charge (gore, 2d8+8) 
  Spell-Like Abilities (CL 9th) 
  At will—detect evil (as free action), light 
  3/day—cure light wounds 
  1/day—cure moderate wounds, greater teleport (within its 
  forest territory), neutralize poison (DC 21) 
  STATISTICS 
  Str 42, Dex 15, Con 28, Int 11, Wis 21, Cha 24  
  Base Atk +4; CMB +28; CMD 40 (44 vs. trip) 
  Feats Toughness, Weapon Focus (gore) 
  Skills Acrobatics +5, Perception +10, Stealth –7, 
  Survival +7 (+10 in forests); Racial Modifiers +3 Survival 
  in forests, +4 Stealth 
  Languages Common, Sylvan 
  SQ cornicopia, magical strike, wild empathy +17 
  ECOLOGY 
  Environment temperate forests 
  Organization solitary, mated pair, or blessing (3-6) 
  Treasure none 
  SPECIAL ABILITIES 
  Cornicopia (Su) Once per day, as a full round action, 
  the unicornicopia can pour enough food for up to 300 
  meals from its horn. This food is magically protected, 
  cannot be poisoned or diseased, and lasts up to one year 
  without any sort of preservative. 
  Magic Circle against Evil (Su) This ability 
  continually duplicates the effect of the spell. The 
  unicornicopia cannot suppress this ability. 
  Magical Strike (Ex) An unicornicopia's gore attack is 
  treated as a magic good weapon for the purposes of 
  damage reduction. 
  Wild Empathy (Su) This works like the druid's wild 
  empathy class feature, except the unicorn has a +6 racial 
  bonus on the check. Unicornicopias with druid levels add 
  this racial modifier to their wild empathy checks. 
   
  Unicornicopias are majestic, carefree creatures that 
  wander the magical places of the world. They believe 
  strongly that goodness should be rewarded and evil 
  punished, and will not hesitate to attack creatures of 
  darkness within their realms. If an unicornicopia comes 
  across a starving village or seek to bless a group of 
  wanderers, it will provide them with magical food from 
  its gleaming horn. 
   Unfortunately, unicornicopias are often hunted for 
  their fur and horns. Unless the poaches are truly evil, 
  the beasts prefer to hide or flee from their attackers to 
  spare their lives. 
   
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  87	
  Wyvernhemoth 
   
  Flexing its wings and stinger-tipped tail with brutal intent, this 
  immense creature acts more beast than dragon despite the obvious 
  similarities.  
  Wyvernhemoth                                                      CR 9 
  XP 6400 
  N Colossal dragon  
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +18 
  DEFENSE 
  AC 23, touch 2, flat-footed 23 (+21 natural, –8 size) 
  hp 115 (7d12+70)  
  Fort +15, Ref +5, Will +8 
  Immune sleep, paralysis 
  OFFENSE 
  Speed 20 ft., fly 60 ft. (poor)  
  Melee bite +13 melee (4d6+164 plus grab), sting +13 
  melee (2d8+12 plus poison) 
  Space 30 ft.; Reach 25 ft. 
  Special Attacks rake (2 talons +10, 1d6+4) 
  STATISTICS 
  Str 38, Dex 10, Con 30, Int 7, Wis 12, Cha 9  
  Base Atk +7; CMB +27 (+31 grapple); CMD 27 
  Feats Flyby Attack, Improved Initiative, Iron Will, Skill 
  Focus (Perception) 
  Skills Fly –6, Perception +18, Sense Motive +11, Stealth 
  –8; Racial Modifiers +4 Perception 
  Languages Draconic 
  ECOLOGY 
  Environment temperate or warm hills 
  Organization solitary, pair, or flight (3-6) 
  Treasure standard 
  SPECIAL ABILITIES 
  Poison (Ex) Sting-injury; save DC 23; frequency 1/ 
  round for 6 rounds; effect 1d4 Constitution damage; cure 
  2 consecutive saves. The save DC is Constitution-based. 
   
  Despite their relative intelligence, wyvernhemoths see 
  little need for diplomacy or tact even among their own 
  kind. Even more barbaric than the common wyvern, 
  wyvernhemoths see their size as justification for all 
  manner of animalistic behavior. They enjoy their status 
  at the top of the food chain, and live in dens of squalor 
  and discarded bones. 
   Any poacher foolish enough to hunt wyvernhemoth 
  may have no idea he is tracking an intelligent dragon. 
  These colossal beasts rarely speak, and completely 
  embrace their image as savage animals. Unsurprisingly, 
  true dragons look down upon wyvernhemoth with 
  unending disdain. 
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  88	
  Yetihemoth 
   
  This colossal creature is covered in shaggy white fur, his green and 
  purple face a terrifying mockery of some great ape.  
  Yetihemoth                                                            CR 8 
  XP 4,800 
  N Colossal monstrous humanoid (cold) 
  Init +0; Senses darkvision 60 ft., scent; Perception +10 
  DEFENSE 
  AC 23, touch 2, flat-footed 23 (+21 natural, –8 size) 
  hp 81 (6d10+48)  
  Fort +12, Ref +5, Will +6 
  Immune cold 
  Weaknesses vulnerability to fire 
  OFFENSE 
  Speed 40 ft., climb 30 ft.  
  Melee 2 claws +14 (2d8+16 plus 1d6 cold) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks frightful gaze 
  STATISTICS 
  Str 43, Dex 10, Con 27, Int 9, Wis 12, Cha 10 
  Base Atk +6; CMB +30; CMD 40 
  Feats Cleave, Great Fortitude, Power Attack 
  Skills Climb +27, Intimidate +9, Perception +10, 
  Stealth –14 (+6 in snow); Racial Modifiers +4 Stealth 
  (+20 in snow) 
  Languages Aklo 
  ECOLOGY 
  Environment cold mountains 
  Organization solitary, pair, or tribe (3-8) 
  Treasure standard 
  SPECIAL ABILITIES 
  Cold (Su) A yetihemoth's body generates intense cold, 
  dealing 1d6 points of cold damage to any creature that 
  contacts it with a natural attack or unarmed strike, or 
  whenever it hits a foe with its claws or rend attack. 
  Frightful Gaze (Su) Creatures within 30 feet that meet 
  a yeti's gaze must succeed on a DC 13 Will save or stand 
  paralyzed in fear for 1 round. This is a mind-affecting fear 
  paralysis effect. A creature that successfully saves cannot 
  be affected again by the frightful gaze of that yetihemoth 
  for 1 day. The save DC is Charisma-based. 
   
  Yetihemoths live high in impassable mountains, far 
  from human civilization. They are determined 
  predators, calm and implacable, and often lope down 
  out the snowy heights to hunt. While efficient killers of 
  their prey, they treat one another with surprising care. 
  Yetihemoths form strong familial bonds, much as many 
  humanoid civilizations. They have even been known to 
  assist lost travelers, provided the traveler has not come 
  hunting their fur. 
   
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  89	
  Yuggothian Shambler 
   
  The ponderous titan ejects a spume of spores with every heaving, 
  groaning step. Diaphanous wings beshadow the colossus’s elaborate, 
  organic apparatus that powers its enormous arm cannons, firing 
  beams wide enough to engulf a man whole. 
  Yuggothian Shambler                                          CR 24 
  XP 1,228,800 
  NE Colossal plant  
   
  Init +4; Senses blindsight 150 ft., low-light vision; 
  Perception +8 
  Aura multitudinous horde (100 ft., 4d6 piercing) 
  DEFENSE 
  AC 42, touch 6, flat-footed 36 (+6 Dex, +38 natural, –8 
  size) 
  hp 525 (42d8+336) 
  Fort +31, Ref +20, Will +20 
  Defensive Abilities DR 10/slashing; Immune cold; 
  SR 35 
  OFFENSE 
  Speed 30 ft., fly 30 ft. (clumsy) 
  Melee 2 slams +35 (6d8+12, 19-20), 2 wings +35 
  (4d8+6, 19-20) 
  Space 30 ft.; Reach 30 ft. 
  Special Attacks heat beams, spore launcher 
  STATISTICS 
  Str 34, Dex 18, Con 26, Int 3, Wis 22, Cha 10 
  Base Atk +31; CMB +51 (+53 drag, +55 bull rush and 
  overrun); CMD 65 (+67 vs. bull rush, drag, overrun) 
  Feats Ability Focus (Heat Beams), Ability Focus (Spore 
  Launcher), Alertness, Charge Through, Critical Focus, 
  Dazing Assault, Greater Bull Rush, Greater Overrun, 
  Greater Vital Strike, Improved Bull Rush, Improved 
  Critical (Slam), Improved Critical (Wings) Improved 
  Drag, Improved Natural Attack (Slam), Improved 
  Overrun, Improved Vital Strike, Lightning Reflexes, 
  Lunge, Power Attack, Quick Bull Rush, Quick Drag, 
  Stunning Assault, Vital Strike 
  Skills Fly +33, Perception +8, Sense Motive + 8 
  Languages Mi-Go (can’t speak) 
  SQ starflight 
  ECOLOGY 
  Environment any 
  Organization annihilation crew (1 with 2-4 Mi-Go 
  pilots) 
  Treasure double 
  SPECIAL ABILITIES 
  Heat Beams (Su) As a full round action, a shambler can 
  project beams of heat with its cannon arms. Treat this as 
  two breath weapon attacks (240 ft. line, 20d6 fire damage, 
  Reflex DC 39 for half). Each beam must originate from a 
  different corner of the shambler’s space. The beams are 
  so intense that they ignore any fire resistance, the first 20 
  points of hardness of objects, and creatures who are fire 
  immune still take half damage. The save DC is 
  Constitution-based. 
  Multitudinous Horde (Ex) Each shambler serves as a 
  living hive for thousands of mindless fungal drones. Any 
  creature within 100 feet of a shambler suffers 4d6 piercing 
  damage at the start of their turn each round. 
  Starflight (Su) A shambler can survive in the void of 
  outer space. It flies through space at incredible speeds. 
  Although exact travel times vary, a trip within a single 
  solar system normally takes 3d20 months, while a trip 
  beyond normally takes 3d20 years (or more, at the GM's 
  discretion)—provided the mi-go pilots know the way to its 
  destination. 
  Spore Launcher (Su) As a standard action, a shambler 
  can launch a volley of spores, affecting a 15 foot radius 
  area within 300 feet. The spores may be a fine cloud of 
  soporific spores (treat as sleep with no HD limit) to assist in 
  Mi-Go brain harvesting, or a specialized neurotoxin (treat 
  as hold monster, but only effective against Huge creatures or 
  larger). Alternatively, the shambler can launch a barrage 
  of larger spores that explode in a volatile burst, dealing 
  20d6 acid damage (Reflex half). All associated DCs are 33 
  and based on Charisma. If the shambler instead takes a 
  full round action, it can launch two barrages instead of 
  one, and may choose different spore types for each. 
   
  Yoggothian shamblers are immense weapons of war 
  grown by the fungal Mi-Go race. In times of great need, 
  entire colonies turn their entire productions to the 
  creation of a single one of these terrifying behemoths. 
  Born in the empty vacuum of deep space, they are 
  unstable once they enter the atmosphere of a world and 
  are rendered nonfunctional by the gasses and pressures 
  within a handful of months. While active, they are 
  capable of reducing entire civilizations to rubble and 
  ash with their advanced weaponry, and are typically 
  used to turn the tide of desperate wars, or single-
  handedly conquer worlds. 
   
   
  
  	
   
  The Colossal Creatures Bestiary 
   
  Jeff Gomez, Zenith Games 
  90	
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  Kaiju Codex. © copyright 2015 Steven D. Russell; Authors Elaine Betts and Justin P. Sluder 
  The Colossal Creatures Bestiary. © copyright 2016 Zenith Games; Authors Jeff Gomez 
   
  
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