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.
Kinetic Redirection. For any successful attack that would deal force, slashing, piercing, or bludgeoning damage, regardless of resistance or immunity, a portion of the energy is stored in the body of the colossus; the attack is otherwise resolved normally. The colossus can choose to release this energy as an earthquake in the 60 ft. surrounding it, at 1d8 per stored attack via the Localized Earthquake legendary action.
Multiattack. The colossus makes three attacks — one with its slam and two with its rock throws — 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.
Rock Throw. Melee Ranged Attack: +18 to hit, range 120 ft., one target. Hit: 18 (3d8 + 8) bludgeoning damage, and if the target is a creature, it is knocked prone.
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 stone 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 stone colossus regains spent legendary actions at the start of its turn.
Attack (Costs 1 Actions). The stone colossus makes one slam attack
Knock Away (Costs 1 Actions). The stone colossus forces a creature to make an apposed strength check or be pushed 40 ft and knocked prone.
Localized Earthquake (Costs 2 Actions). The stone colossus releases all energy stored via Kinetic Redirection as an earthquake, at 1d8 per stored attack. Each creature within 60 ft. of the stone colossus that is touching the ground must make a DC 20 Dexterity saving throw, taking half damage on a success. Structures within range that are touching the ground also take this damage, as per the earthquake.
Mold the Earth (Costs 3 Actions). The colossus' control over the terrain is nearly absolute. In similar fashion to the move earth spell, the colossus can manipulate its surroundings, however, it's max area is 60 ft. by 60 ft. and can include natural stone and stone construction. These terrain changes take place over the course of 3 rounds instead of 10 minutes.
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 stone types, these colossi are effectively the same outside of the natural coloring of their stone type.
Previous Versions
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Coming Soon
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