Large Construct, Unaligned
Armor Class 18 Natural Armor
Hit Points 187 (15d10 + 90)
Speed 30 ft.
STR
22 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120, Passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The clockwork colossus has advantage on saving throws against spells and other magical effects.

Immutable Form. The clockwork colossus is immune to any spell or effect that would alter its form.

Actions

Multiattack. The clockwork colossus makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 25 (4d8+6) bludgeoning damage.

Explosive Blast (Recharge 5-6). The clockwork golem releases a massive burst of arcane energy in a 30-foot radius around itself. Each creature in the area must make a DC 18 Dexterity saving throw, taking 44 (8d10) force damage on a failed save, or half as much damage on a successful one.

Overclocked Slam (1/day). The clockwork colossus channels additional arcane power into its slam attack, causing it to deal an additional 24 (4d8 + 6) force damage.

Reactions

Reflective Plating. When a creature makes a ranged attack against the clockwork colossus, it can use its reaction to impose disadvantage on the attack roll. If the attack misses, the clockwork colossus can use its reaction to make a ranged attack against the attacker.

Description

A lesser form of the clockwork golem, the colossus is also a construct that is easier to make than a "normal" type of golem creation. Lighter on its feet, the colossus may not hit as hard, but lasts longer in a fight due to its Reflexive Plating. A clockwork colossus costs 2000 gp in materials, and requires a schematic and tinkerer's tools.

ChexWD

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