Siege Monster. The bone colossus deals double damage to objects and structures.
Towering Terror. Any enemy that starts its turn within 60 feet of the colossus must succeed on a DC 18 Wisdom saving throw or be frightened until the start of the enemy's next turn. If the enemy's saving throw is successful, it is immune to the bone colossus's Towering Terror for the next 24 hours.
Turn Resistance. The bone colossus has advantage on saving throws against any effect that turns undead.
Undead Nature. The bone colossus doesn’t require air, food, drink, or sleep.
Multiattack. The bone colossus makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (3d10+7) bludgeoning damage. The target must succeed on a DC 18 Strength saving throw or be knocked prone.
Description
Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation. Other times, they are merely a display of force and power.
In any case, the bone colossi are the towering terrors of necrotic armies of the undead. Standing at 70 ft. on average, the bone colossus looms over most buildings with an eerie and terrifying presence.
Comments