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.
Siege Monster. The colossus deals double damage to objects and structures.
Universal Conductor. Any creature making a ranged attack that deals fire or lightning damage is automatically changed to target the colossus if its within range. All of the damage is harmlessly absorbed, and half of it is stored within the body of the colossus. The colossus can deal this damage back out via melee attacks, fully discharging the stored fire and lightning damage into the opponent. This bonus damage is cumulative if there are multiple qualifying attacks (Store fire and lightning damage as separate values, and all stored damage is discharged during a qualifying event).
Multiattack. The colossus makes three attacks — one with its slam and one with its armblade — and then uses stomp.
Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage, and the colossus can push the target up to 20 feet away from it. This attack can deal extra damage via the Universal Conductor trait.
Armblade. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) slashing damage, and if the target is a creature, it is knocked prone. This attack can deal extra damage via the Universal Conductor trait.
Stomp. The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
The metal 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 metal colossus regains spent legendary actions at the start of its turn.
Attack (Costs 1 Actions). The metal colossus makes one slam attack
Knock Away (Costs 1 Actions). The metal colossus forces a creature to make an apposed strength check or be pushed 40 ft and knocked prone.
Energy discharge (Costs 3 Actions). Each creature within 20 ft of the metal colossus must make a DC 25 Dexterity saving throw or take all of the stored fire/lightning damage from Universal Conductor
Description
Servants of the gods who molded the world, the metal, stone, and crystal colossi now wander aimlessly... jobless...
Born to create and work the materials of creation, some have taken to defending their work, attacking those who mine their mountains for resources, or till their earth for crops.
Very few were made, and now even fewer remain known to the world. Though, there may be some who slumber, waiting for a new mission...
Colossi are usually 80-100 ft. tall and have an unknowable weight of the purest form of their material.
Born of all metals except Adamantine, these colossi are effectively the same outside of the natural coloring of their metal type.
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