Reactive. The colossus can take one reaction on every turn in a combat.
Vigilant. The giant can’t be surprised.
Necrotic Absorption. Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Blood Form. The animate can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Magic Weapons. The golem’s weapon attacks are magical.
Multiattack. The colossus makes four blood axe attacks or two iron spike attacks.
Blood Axe. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
Iron Spike. Ranged Weapon Attack: +14 to hit, range 80/240 ft., one target. Hit: 30 (4d10 + 8) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pinned to the ground and become restrained. Any creature can make a DC18 athletics check to remove the spike.
Deflect Attack. The colossus adds 5 to its AC against one weapon attack that would hit it. To do so, the giant must see the attacker and be wielding a melee weapon.
Previous Versions
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6/6/2022 5:29:26 PM
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Coming Soon
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