Legendary Resistance (3/Day). If the Colossal Darkside fails a saving throw, it can choose to succeed instead.
Cast from Darkness. When the Colossal Darkside drops to 0 hit points, it's body explodes and releases a swarm of Shadows. Each creature within 20 ft. of the explosion must make a DC 13 Dexterity saving throw, taking 3d12 Necrotic damage on a failed save, or half as much on a successful one. Then, 4d4 Shadows emerge from the remains of the Colossal Darkside within 20 ft. of where the Colossal Darkside died.
Innate Spellcasting. The Colossal Darkside's innate spellcasting ability is Charisma, (spell save DC 25, +15 to hit with spell attacks). The Colossal Darkside can innately cast the following spells, requiring no material components:
At will: Darkness, Ray of Enfeeblement
3/day: Confusion, Dispel Magic, Shadow of Moil
2/day: Disintegrate (9th level)
Multiattack. Darkside can use its Frightful Presence. It then makes three attacks with its claws. It can replace a claw attack with it's stomp, if it is available.
Claw Attack. Melee Weapon Attack: +17 to hit, reach 15 ft., 1 target. Hit: 25 (4d8 + 8) slashing damage plus 7 (1d12) necrotic damage.
Stomp (Recharge 5-6). Melee Weapon Attack: +17 to hit, reach 10 ft., 1 target. Hit: 38 (5d10 + 8) bludgeoning damage plus 7 (1d12) necrotic damage. The target must succeed on a DC 22 Strength saving throw. On a failed save, the target is restrained.
All creatures within 20 ft. of the attack must succeed on a DC 19 Dexterity saving throw or fall prone.
Frightful Presence. Each creature of the Colossal Darkside's choice that is within 120 ft. of the Colossal Darkside and aware of it must succeed on a DC 22 Charisma saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Colossal Darkside's Frightful Presence for the next 24 hours.
Conjure Shadows. The Colossal Darkside conjures 2d4 Shadows, which appear within any unoccupied space within 20ft of itself.
The Colossal Darkside can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Colossal Darkside regains spent legendary actions at the start of its turn.
Claw Attack. Colossal Darkside makes a claw attack.
Conjure Shadows (Costs 2 Actions). Colossal Darksideuses its Conjure Shadows ability.
Spellcasting (Costs 2 Actions). Colossal Darkside casts one of its at-will spells.
Dark Meteors (Costs 3 Actions). Colossal Darkside calls forth a hail of meteors made of dark energy. Choose 6 creatures within 60 ft. Each creature must succeed on a DC 22 dexterity saving throw, taking 16 (4d8) force damage on a failed save or half as much on a successful one.
Description
Rising from the depths of the Far Realm, the Colossal Darkside dwarfs its lesser kin, a cataclysm made of endless darkness. These harbingers of chaos are the heralds of the Veil of Shadows' insatiable hunger, their presence marking not just the consumption of a world, but its total annihilation. Even among the Outlanders, the Colossal Darkside holds a fearsome reputation - these titanic monstrosities are few in number but staggering in their destructive potential.
In gross mockery of humanoid form, the Colossal Darkside's hulking silhouette is a chilling sight. This behemoth of inky darkness is a swirling vortex of cosmic energy, an ever-shifting visage that can swallow the souls of mortals with ease. Its imposing size and formidable strength allow it to rip worlds apart, preparing a smorgasbord of devastation for the Veil of Shadows to feast upon.
More a force of aberrant destruction than a creature, the Colossal Darkside excels at laying waste to civilizations and reducing thriving worlds to mere debris. The arrival of a Colossal Darkside is a dire omen, a sign that the Veil of Shadows is ready to dine, and it is always the main course. When you face a Colossal Darkside, you don't just fight for your lives, but for the very existence of your world.
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