Immutable Form. The colossus is immune to any spell or effect that would alter its form.
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.
Multiattack The castle can attack three times per turn once with its slam and once with its ballista turrets
Slam. Melee weapon attack : +15 to hit, reach 15 ft., 1 target. Hit: (5d10 + 10) bludgeoning damage
Ballista Turret. Ranged Attack: +8 to hit, range 300 ft., one target. Hit: 18 (4d8) piercing damage.
Stomp. (recharge 5-6) The Castle 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 18 Dexterity saving throw or take 20 (4d10) 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).
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