“The world was shaped by hands our size — and forgotten by those too small to lift its weight.”
Appearance
Colossians stand between 8 and 10 feet tall with physiques that read less like large humanoids and more like architectural decisions. Their skin runs from slate-gray and obsidian black to sun-baked bronze, veined with faintly luminescent traces of crystallized Essa that pulse slowly. Their eyes burn like polished gemstones — deep amber, cold blue, volcanic orange. Their movements are deliberate and fluid — the grace of something that has never needed to be quick because quick was never the relevant quality.
Origin & Lore
The Colossians did not emerge gradually. A specific generation of Orcan survivors chose to remain in Essa-saturated stone during the Thirteen Shifts. The crystallization process takes generations — the oldest Colossian bloodlines may still be changing. During the Pulse Wars, great citadels employed Colossian laborers to construct foundational architecture that smaller species could not manage. The Guardian Wall's deepest sections — those that go into mountain bedrock — were built by Colossian crews. The Wall Castellans have been careful not to say so too loudly.
Baseline Traits
All Colossian receive these traits at character creation at no cost.
Stone Flesh
When unarmored, AC equals 14 + your Constitution modifier (maximum 17). Can use a shield and still benefit.
Gigantic Strength
Count as one size larger for carrying capacity. Advantage on Athletics checks to shove, grapple, or break objects. Melee attacks deal +1 damage per 10 feet moved toward the target (max +3).
Mountain-Born
Go twice as long without food or water before exhaustion. Advantage on saving throws against being knocked prone. Cold environments do not affect you.
The Weight of Stone
When a creature attempts to forcibly move you, they must succeed on Athletics or spell attack contested by your Athletics. On failure, you are not moved.
Species Advancement Tree
You earn Species Points at levels 1, 3, 5, 7, and 10. Tier 2 requires at least 1 Tier 1 purchase. Tier 3 requires at least 1 Tier 2 purchase.
Tier 1 Available at levels 1 and 3
Titan's Charge 1 SP
Dash as a Bonus Action. If you move 20+ feet toward a creature and hit it, they must save or be knocked prone and pushed 10 feet.
Clan Lineage 1 SP
Choose Stoneborn (resistance to nonmagical bludgeoning, higher AC), Stormborn (lightning resistance + discharge attacks), or Emberborn (fire resistance + contact burn).
Unbreakable 1 SP
Once per Long Rest, when reduced to 0 HP but not killed outright, drop to 1 HP, gain temporary HP, and immediately move and make one melee attack as a Free Action.
Living Monument 1 SP
As an Action, every hostile creature within 30 ft must save or be frightened of you and have disadvantage on attacks against any target but you. Once per Short Rest.
Tier 2 Available at levels 5 and 7
Seismic Slam 1 SP
As an Action, strike the ground — every creature within 15 ft must save or be knocked prone. Ground becomes difficult terrain. Once per Short Rest.
Stone Endurance 1 SP
Advantage on saves against paralyzed, restrained, or stunned. HP maximum increases by 2 per character level.
Colossus Grip 1 SP
Grapple creatures up to Large without movement reduction. Use a Bonus Action to slam a grappled creature into a surface, dealing 2d6 + Strength to both.
Monument's Presence 1 SP
While standing, provide half cover to allies within 5 feet. Use Reaction to impose disadvantage on attacks against nearby allies. Uses per proficiency bonus per Long Rest.
Tier 3 Available at level 10
Seismic Apex 1 SP
Seismic Slam expands to a 30-foot radius and knocks creatures prone and pushes them 10 feet. Usable twice per Short Rest.
Ancient Colossus 1 SP
Once per Long Rest as a Bonus Action, awaken your bloodline for 1 minute: resistance to all physical damage, +1d8 melee damage, advantage on all Strength checks and saves.
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