Fire Absorption. Whenever the golem 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.
Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.
Magic Weapons. The colossus's weapon attacks are magical.
Cannon. Ranged Weapon Attack: +14 to hit, range 200 ft., this weapon fires a large ballistic round with an explosive charge, each creature in a 10ft. radius of the impact takes 20 (3d8+7) fire damage a creature hit directly by it takes an additional 2d8 bludgeoning damage.
Stomp. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. All creatures and objects within 5ft. of the target take 3d6 bludgeoning damage. the target must make a DC 20 strength save or be knocked prone.
Reaver. Ranged Weapon Attack: +13 to hit, range 30ft. cone ., Hit: 23 (3d10 + 7) piercing damage.
Stubber. Ranged Weapon Attack: +12 to hit, range 30ft., Hit: 8 (3d6+3) piercing damage. A creature hit with this weapon must make a DC 15 strength saving throw or be stunned for 1 round, if the attack is a critical the save is automatically failed.
Legendary Resistance. 2/round
Accidental Rocket. 6 charges. +10 to hit, range 30ft., Hit: 15 fire damage.
Double Tap. The Colossus makes 2 attacks with the Stubber for 8 damage each, the creature must make 2 saving throws this way instead.
Lair and Lair Actions
This creature is bound to an area sealed by a totem hidden at the center. The creature is unaware of the totem and can not see nor sense it. the area is 360ft. in diameter and circular, with an invisible magic warding only seen by a detect magic spell for a brief moment before fading away. though the creature cannot walk past the barrier it can use its ranged weapons at any creature beyond it within range.
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