Immutable Form: Immune to any spell which alters its form
Magic Resistance: The Colossus has advantage on any saving throw against spells and other magical effects
Magic Weapons: The colossus' attacks are considered magical.
Multi-Attack: It makes two slam attacks
Slam: Melee weapon attack: +8 to hit. reach 5 ft. one target. Hit: 2d6+5
Bone Prison (recharge 5-6): The bone colossus targets one creature it can see within 60ft. a prison of magical bones surrounds the creature. the target must make a DC 16 Dexterity saving throw or become restrained. the restrained creature can break free by succeeding on a DC 16 Acrobatics or Athletics check, or by destroying the prison (AC 20, 50 hit points, immunity to psychic and poison). the colossus can only have one prison at a time and can dismiss it as a bonus action.
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.
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