Huge Undead, Lawful Evil
Armor Class 16 Natural Armor
Hit Points 138 (12d12 + 5)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
7 (-2)
WIS
8 (-1)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60, Passive Perception 11
Languages Understands all languages it knew in life but can't speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Actions

Multiattack. The skeleton makes three attacks: two with its maul and one kick attack.

Great Maul. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 28 (6d6 + 4) bludgeoning damage.

Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 20 (4d6 + 4) bludgeoning damage and the target is pushed 15 feet and knocked prone.

Slow (Recharge 5-6). The skeleton targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Can take a legendary action at the end of another players turn. Having a total pool of 3 to work from. Regenerating an action on the end of his turn.

1. Spawn Skeletons (Costs 1 Action). The Colossal Skeleton points towards the grown and rises Four Skeletons from the earth.

2. Sword Strike (Costs 1 Action). The Colossal Skeleton makes one strike with his arm like a sword  Melee Weapon Attack: +7 to hit, reach 5 ft., one target 2d8 necrotic and 2d6 slashing damage.

3. Lord Call (Costs 3 Action). The Colossal Skeleton makes a loud unearthly scream, calling all bones from the undead in the surrounding area, attaching the bones to himself. Possibly adding additional bonuses such as wings if a dragon large enough was absorbed. He regens 2d8 HP per skeleton.

Lair and Lair Actions

The Colossal Skeleton usual makes its lair within a boneyard or ancient crypt. Surrounding itself with multiple graves of which may contain more undead, ruling over them. Some legends say that these Colossal Skeletons are actually the bones of giants long dead come back to life. Old necromancers cannot raise and control these undead, for their power is to great. They sit in await for creatures with living breathing life.

He lair acts on Initiative count 20 (losing initiative ties), the colossal skeleton can take one lair action.

1. Connecting his ties to the realms of hell, taking multiple skeletons to do so, must have 10. Forming them into a Bone Devil.

2. Using his Great Maul, the Colossal Skeleton slams into the ground, causing tremors to grow from the point slammed down. Forcing the ground to shake, all foes within 60 ft., DC 15 Dex (Acrobatic) Saving Throws or be knocked prone. 

Previous Versions

Name Date Modified Views Adds Version Actions
5/28/2021 2:35:56 PM
2
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Coming Soon

Habitat: MountainUnderdark

EricLutz

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