weak-point: the colossal is immune to all damage except in one spot typically on there head.
colossal: the monster is so big that to get to the head for the weak points the pc's will have to climb.
body-hair: the hair typically on there back is so thick that it grants pc's 10ft climbing speed.
shake: while the pc's are climbing on the colossal it shake pc's make a dc 12 dex save if they fail they drop 10 ft and take 2d4 bludgeoning damage.
whack: if the pc's are not climbing the colossal will try and smash the pc's with the colossal's hands pc's make a dc 6 dex save (colossal's are slow) if the pc's fail the take 2d6 bludgeoning damage.
none.
none.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
the colossal are bigger than gargantuan and stand up to 195ft tall always very hairy mostly on there back.
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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