Huge Undead, Lawful Evil
Armor Class 16 natural armor
Hit Points 233 (17d12 + 115)
Speed 40 ft.
STR
18 (+4)
DEX
9 (-1)
CON
20 (+5)
INT
6 (-2)
WIS
8 (-1)
CHA
15 (+2)
Saving Throws STR +8, CON +9, CHA +6
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 120ft, Passive Perception 9
Languages Understands all languages it knew in life but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Emissary of the Dead. All undead within 60 feet of the colossal undead gain a +2 bonus to all damage and saving throws and have advantage against any effects that would turn them.

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

 

Actions

Attacks per turn: 2

Charge. If the colossal undead moves at least 15 feet straight toward a target and then hits with a claw attack on the same turn, the target takes an extra 22 (4d10) piercing damage.

Claws.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. 

Electric Current. RangedWeapon Attack:  range 5ft., all targets within 5ft. Hit: 10 (3d6) lightning damage.

Reactions

Death Burst. When the colossal undead dies, it explodes and unleashes a wave of lightning and necrotic energy. Each creature within 20 feet of it must make a DC 16 Dexterity saving throw, taking 14 (4d6) necrotic damage ona failed save, or half as much as a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

Non Reactive. The colossal undead cannot use its reaction to make attacks of opportunity.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A huge skeleton monster about 8 ft tall, electrified currents running through its conducted form. It looked like it had been pieced together from different creatures, ultimately creating the monstrous beast that has a mind of its own but no power to speak. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undead

Habitat: Mountain

Eleanwyn

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