Gargantuan Giant, Lawful Evil
Armor Class 20 Natural Armor Plate
Hit Points 270 (16d20 + 102)
Speed 60 ft.
STR
24 (+7)
DEX
16 (+3)
CON
20 (+5)
INT
18 (+4)
WIS
17 (+3)
CHA
15 (+2)
Saving Throws STR +13, CON +11
Skills Athletics +6
Damage Resistances Lightning, Thunder
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Stunned
Senses Darkvision 240 ft, can also see through magical Darkness, Passive Perception 18
Languages Common, Giant, Infernal
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Darkvision of the Abyss: Abyssal Colossi have a natural affinity for navigating in darkness. They possess a superior form of Darkvision that allows them to see through even magical darkness and perceive hidden threats with ease, giving them a significant advantage in low-light environments.

Abyssal Presence. The creature emboldens it's presence, causing creatures within 30 feet of it to make a DC 18 Charisma Savings Throw or have disadvantage on their next savings throw. This activates once every turn. 

Abyssal Regeneration: Having been molded & hardened by the lava that flows throughout it's domain, the Abyssal Colossi's hit points are regenerated by incoming fire damage.

Legendary Resistance 1/Day

Spellcasting. The Abyssal Colossi's spellcasting ability is wisdom (spell save DC 17, +7 to hit with spell attacks). The Abyssal Colossi has following spells prepared:

3rd level (3 slots): Lightning Bolt, Thunder Step, Counterspell.
4th level (2 slots): Find Greater Steed (Peryton), Wall of Fire.
5th level (1 slot): Immolation.

Actions

Multiattack. The Abyssal Colossi uses Abyssal Slam twice. 

Abyssal Slam. The Abyssal Colossi slashes down at a creature with a reach of 35 ft +11 to hit,  dealing 1d12+6 slashing damage. On hit, the creature must make a Strength Savings Throw [DC 17] or be knocked prone.

Obsidian Shard. The Abyssal Colossi sends obsidian shards from it's wrists with a range of 480 ft. +7 to hit, on a hit the target takes 4d6+6. The target must make a DC 17 Dexterity Savings Throw or be knocked prone.

Bonus Actions

Creature can take the disengage action as a bonus action once per turn. 

Legendary Actions

The Abyssal Colossi has 2 Legendary Actions per turn  

Obsidian Shard. (1 Action) The Abyssal Colossi sends obsidian shards from it's wrists with a range of 480 ft. +7 to hit, on a hit the target takes 4d6+6. The target must make a DC 17 Dexterity Savings Throw or be knocked prone.

Abyssal Slam. (1 Action) The Abyssal Colossi slashes down at a creature with a reach of 35 ft, +7 to hit dealing 1d12+6 slashing damage. On hit, the creature must make a Strength Savings Throw [DC 17] or be knocked prone.

 

Mythic Actions

When this creatures hit points are reduced to 100 hit points, the creature casts Immolation on granting it 100 temporary hit points. 

While the Mythic trait is active, increases the Multiattack action, granting the creature an additional Abyssal Slam or Obsidian Shard respectively. 

 

Description

Abyssal Colossi are a race of colossal giants that dwell deep within the darkest recesses of the Abyss, a plane of pure chaos and evil. These towering monstrosities are the embodiment of malevolence and destruction, standing at least 30 feet tall and covered in thick, obsidian-like scales. Their eyes burn with a sinister, crimson glow, and their hulking frames exude an aura of dread and foreboding. Abyssal Colossi have massive, clawed hands capable of tearing through stone and flesh alike, and their voices rumble like thunder, sending shivers down the spines of those who hear them.

Lair and Lair Actions

The lair of the Abyssal Colossus within the Stygian Abyss is a nightmarish fortress of colossal proportions, constructed from the remains of defeated foes and tainted by the malevolent essence of the Abyss. Its architecture, a grotesque fusion of demonic and abyssal design, features obsidian spires and eerie, green-lit chambers. Sinister traps and animated guardians protect its horrific depths, while the Abyssal Nexus at its core allows the Colossus to harness abyssal corruption for dark rituals and empowerments. Despite the surrounding chaos, an eerie silence prevails. 

Lair Actions

On initiative count 1 (losing initiative ties), the Abyssal Colossi takes a lair action to cause one of the following effects; the Abyssal Colossi can’t use the same effect two rounds in a row:

  • Fearful Aura: The very presence of an Abyssal Colossus radiates fear and unease. They have an innate aura that induces fear in creatures around them. Forces any creature in it's lair to roll a Wisdom Savings Throw [DC 17] or become Frightened of the Abyssal Colossus. 
  • Darkspawns' Surge: The lair itself responds to the Colossus's command, spawning abyssal darkspawn creatures to assist it. These darkspawn emerge from the tainted ground, surrounding and attacking the intruders. Spawns one Shadow, one Shadow Demon, and one Hellhound. (Creatures have 5 HP if the horn of the Gigantling's is blown)

Regional Effects

The region containing a legendary Abyssal Colossus' lair is ridden with corrupted magic , which creates one or more of the following effects:

  • Abyssal Corruption: Abyssal Colossi are infused with the dark energies of the Abyss, granting them the ability to corrupt and desecrate their surroundings. They can channel this malevolent power to weaken their enemies and create areas of unholy ground that siphon the life force from those who tread upon it. Players within a 10 mile radius of the region need to take a Constitution Savings Throw [DC 13] or lose 1d4 maximum hit points. (This effect is negated if the players blow the horn from the Seafrolic Giants)

If the Abyssal Colossi dies, these effects fade over the course of 2d6 days.

Previous Versions

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