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.
Turn Immunity. The colossus is immune to effects that turn undead.
Multiattack. The colossus makes a rusted sword attack and a bite attack.
Rusted Sword. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Grafted Gun (Recharge 5–6). The colossus fires his grafted gun, casting fireball at 4th level (DC 21 Dexterity saving throw).
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Dexterity saving throw or be swallowed by the colossus.
A swallowed creature has the restrained condition, has total cover against attacks and other effects outside the colossus, and takes 9 (2d8) necrotic damage at the start of each of the colossus’s turns as diseased blood gushes out of its wounded heart.
The colossus’s chest cavity can hold up to two creatures at a time. Inside its chest cavity is its heart, which is a Large object with AC 15 that is immune to necrotic, poison, and psychic damage and has the legendary dagger Terror's Edge stabbed into it. Attacks against the heart with Terror's Edge have advantage. It has 60 hit points and sheds dim light in a 10-foot radius. If the core is destroyed, the colossus dies, and any swallowed creature no longer has the restrained condition and can escape from the corpse using 10 feet of movement, exiting with the prone condition.
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