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.
Magic Attacks. The colossus attacks are considered magical
Towering Terror. Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 26 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 this colossus’s Towering Terror for the next 24 hours.
Multiattack. The colossus makes three attacks — one with its slam and two with its eldritch turrets — 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.
Eldritch Turret. Ranged Spell Attack: +18 to hit, range 300 ft., one target. Hit: 18 (4d8) force 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).
Colossus Arm Blade. This attack will not work on medium or smaller creatures. A twenty foot blade extends out of the forearm of the colossus. +18 hit, twenty foot reach, 80 (10d12+10) slashing damage.
Incinerating Beam (Recharge 5–6). The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.
Enter the description for how bonus actions work for your monster here.
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
Telumnius was originally found by a necromancer wandering around the mournlands. Finding the colossus, the necromancer fixed it and casted the awaken spell. Telumnius served the necromancer, helping build a palace served by undead, helping warforged find a home, and fighting off the lord of blades, until the necromancer died of mysterious cause. Having no master, Telumnius assumed control.
Telumnius currently rules the city of Iron wall, city of gears. He is at constant war with the lord of blades and will help anyone attempting to escape him
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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