Dwemer Colossus
Animunculi, Construct; Extreme
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 80 | Hit Points | 170 | Combat | 110 |
| Endurance | 85 | Wound Thr. | 24 | Magic | - |
| Agility | 25 | Magicka | - | Evade | 25 |
| Intelligence | 20 | Stamina | 8 | Observe | 45 |
| Willpower | 5 | Initiative | +6 | Stealth | 25 |
| Perception | 25 | Action Pts. | 3 | Knowledge | - |
| Personality | 5 | Speed | 12m | Social | - |
| Morale | 100 | Size | Enrms. | Physical | 100 |
Special Abilities
- • Quake (2 SP): Instead of moving, the Dwemer Colossus
- can instead jump. It’s landing generates a shockwave around
- it. All creatures within 5m must pass a +0 Acrobatics test or
- be knocked prone, creatures within 2m attempt the test at
- -10 and suffer 1d8 damage that ignores armor on a failure.
- • Steam Breath (1 AP + 1 SP): As an attack, Dwemer Colossus
- can quickly cool itself by unleashing a wave of scalding
- steam, which is a 15m cone that deals 1d12 fire damage to
- all targets.
- • Sweeping Strike (1 SP): As part of an all-out attack, the
- Dwemer Colossus can strike up to 5 targets with it’s Dwemer
- Colossus Fist as a single attack. Roll once for the attack, and
- resolve damage separately against all struck targets.
- • Volcanic Bombardment (1 AP + 5 SP): As an attack the
- Dwemer Colossus charges its Enkindling Projector, launching
- a huge ball of fire towards a location within 50m, dealing
- 3d10 fire damage to any characters caught within a 2m wide
- line. Upon reaching it’s target location, it explodes, dealing
- 3d10 fire damage to any characters caught with 10m and
- persists for 10 rounds, dealing 1d10 fire damage to any
- characters who pass through it or end their turn there.
- “Verano was with some bodyguards he must have had waiting for him.
- was me they were afraid of until I saw the Dwarven constructs swarmi
- ano, but wasn’t making much headway until Boldekh and the bear arriv
- who ran toward Mudan. Bad mistake: its gates exploded with magical f
- New Rules
- Character Option: Dragon’s
- Blood
- The blood of the dragon flows through you and they shall know
- you as Dragonborn.
- Cost: 300 XP + Burn 10 Luck
- Requirements: Can only be taken at character creation with
- express GM permission
- Benefits:
- • Blood of Kings: Character has the ability to wear the Amulet
- of Kings.
- • Voice of the Dragon: Character can purchase the Storm
- Voice elite advance at the cost for a Nord.
- • Eyes of the Dragon: Character has an innate ability to read
- dragon script. They also gain a +20 bonus when resisting
- Illusion effects.
- • Soul of the Dragon: When the character slays a Dovah,
- they absorb their soul. They may spend a dragon soul instead
- of burning 5 luck to gain the benefits of a burn luck effect.
- They can also be used to learn new Words of Power from
- the Storm Voice Elite Advance in place of XP.
- Note: This character option was adapted from TutorialTuna’s
- “Additional Player Options” homebrew document. You can find
- a link to his homebrew repository in the Additional Resources sec-
- tion of the appendix.
- Dovah T
- •
- Massive, flying beasts, Dovah are extremely rare and beyond
- dangerous. They are the preeminent masters of Thu’um on the
- Mundus and view the world’s lordship as their birthright.
Encountering Dwemer Colossus
2 Traits • Mechanical • Tonal Reinforcement • Colossal Strikes: The character cannot be parried, but targets gain a +10 on tests to Evade its melee attacks. • Dark Sight: The character can see and act normally in areas with no light. • Frightening: At the start of an encounter with this character, all opposed characters must test Panic at +0. • Thick Skull: The character is immune to the Stunned and Dazed conditions. • Warded (3): Roll d10 when this character is affected by a magic component. On a roll of 3 or less, ignore it. • Weakness (Shock, 3) The Colossus is the rarest of the different Dwemer Animunculi, with very few examples ever having been encountered, they are huge engines and represent an incredible feat of engineering. Little is known of them, even their existence is obscure knowledge that only a scholar of dwemer technology would know anything about. Their immense size means they are only found in the largest of Dwemer ruins. They resemble a considerably larger, bulkier version of the Dwemer Centurion. A colossus is a formidable opponent indeed, quite capable of protecting whatever ruin it is found in from almost any threat.
Loot
- A character can attempt a +0 Profession (Engineering or
- Smithing) test over a long rest to recover 4d12 pieces of
- dwemer scrap metal worth 90 Drakes and 2 ENC each.
- On a -10 Profession (Engineering or Smithing) or +0
- Mysticism test, a character can extract a grand soul gem
- from the animunculi’s chassis over the course of a short rest.
- A character can attempt a -20 Profession (Engineering or
- Smithing) test over a short rest to recover the Dwemer
- Colossus’ dynamo core, worth 300 Drakes and 2 ENC.
- A character can attempt a -20 Alchemy test to extract DoS+5
- dose of Dwarven Oil, which is a Very Rare Alteration
- ingredient.
- When I dropped into their midst, they ran off. I thought it
- ng out of Mudan. I tried to fight past them to get at Ver-
- ed. We took out the spiders and turned toward Verano,
- lame as a Dwarven colossus strode out.”
-
- Naryu’s Journal
- Rite of Undeath: Skeletal
- Dragon
- This ritual follows the standard rules for the Rite of Undeath
- defined in Chapter 6 of the Rules Compendium. The specific
- rules for raising a Skeletal Dragon are as follows:
- Skeletal Dragons require 2000 Magicka to raise and require 5
- hours of ritual time. A Skeletal Dragon requires the complete
- corpse of a dovah, the bones of which must be laid out in a
- space large enough to contain the bones laid out and ready for
- magical assembly. The process of laying the bones out in this
- way takes 3 hours, during which the bones must be treated with
- 2000 drakes worth of oils and ointments.
- Once the proper preparations have been made, invoking the
- incantations and ritualistic motions to successfully raise the
- skeletal dragon requires passing a -30 Necromancy test in place
- of the standard difficulty test for this ritual. On a failure, repeating
- the ritual requires all costs to be re-spent, including retreating
- the bones with the materials, and the bones must be meticu-
- lously examined for the 3 hours that the character would have
- used to arrange the bones in the first attempt at the ritual.
- “FUS RO DAH!”
-
- A powerful Tongue reciting Unrelenting Force
- raits
- Dragon Fear: The sight of a dragon invokes a primal fear
- in any creature. The first time a creature sees a dragon causes
- them to make a -20 Horror test. Any subsequent sightings
- invoke a -20 Panic test.
- Dragon’s Hide: Dragons are immune to the Forceful Impact