Gargantuan Construct, Unaligned
Armor Class 23 (Natural Armor)
Hit Points 914 (59d10 + 590)
Speed 50 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws STR +19, CON +19
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 10
Languages Understands commands given in any language but can't speak
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Antimagic Field. The colossus can generate an antimagic field in a 100-foot-radius. At the start of each of the colossus’s turns, it decides whether the antimagic field is active, or not. The field is an invisible barrier that is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, except for the colossus’s own supernatural abilities. This effect is otherwise as an antimagic field cast at 9th level.

Fire Absorption. Whenever the colossus is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form. The colossus is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day). If the colossus fails a saving throw it can choose to succeed instead.

Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.

Magic Weapons. The colossus's attacks are considered magical.

Siege Monster. The colossus deals double damage to objects and structures.

Actions

Multiattack. The colossus makes three attacks: Two with its sword and one with its stamp.

Sword. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 43 (6d10 + 10) slashing damage.

Stamp. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 37 (6d8 + 10) bludgeoning damage.

Poison Spray (Recharge 6). The colossus exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 81 (18d8) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The colossus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The statue regains spent legendary actions at the start of its turn.

Attack. The colossus makes one stamp attack.

Move. The colossus moves up to half its movement.

Stomp (Cost 2 Actions). The colossus stomps the ground creating an earth tremor that extends in a 30-foot radius. Other creatures standing on the ground in that radius must succeed on a DC 25 Dexterity saving throw or fall prone.

Previous Versions

Name Date Modified Views Adds Version Actions
10/18/2020 4:14:55 PM
14
1
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Coming Soon

Monster Tags: construct

Habitat: Urban

DaemonSultan

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