Huge Giant, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 777 (30d20 + 160)
Speed 30 ft., Swim 20 ft.
STR
24 (+7)
DEX
17 (+3)
CON
26 (+8)
INT
19 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +13, CON +14, INT +10, WIS +8, CHA +8
Skills Arcana +2, Deception +2, Perception +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Giant
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Keen Smell.  Colgar has advantage on Wisdom (Perception) checks that rely on smell.

Elemental Troll. Roll 1d4 at initiative count 20. Colgar is immune to the damage type as determined by the roll until the next time this is rolled. His prismatic bolt does damage of the appropriate type.   1. Acid, 2. Cold, 3. Fire, 4. Lightning

Elemental Regeneration. If Colgar takes damage he is immune to he regains 25 hit points at the beginning of his turn. Colgar dies only if it starts its turn with 0 hit points and doesn't regenerate.

Cursed Elements As a bonus action Colgar can do one of the following related to his elemental roll until the beginning of his next turn. 

  1. Cursed Earth. Make a 50 ft area around him magically difficult terrain.
  2. Cursed Wind. Ranged attacks against him have disadvantage. 
  3. Cursed Water. Colgar can walk on and breathe water. 
  4. Cursed Fire. Colgar can cast hellish rebuke at 5th level.

Magic Resistance: Colgar has advantage versus magic and magical abilities. 

Legendary Resistance (3/day): If Colgar fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Colgar makes three attacks with his maul or Chaos Bolts.

Sal Stela (Cursed Maul) Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If a creature drops to 0 hit points it must make a DC 15 constitution saving throw or it's soul is ripped from it's body killing it instantly. 

Elemental Bolt. Ranged Spell Attack: +10 to hit, reach 120ft., one target. Hit: 22 (5d8) with elemental damage. 

Prismatic Spray (Recharge 5-6). Use action to cast the spell Prismatic Spray. 

Reactions

Absorb Weapon. When someone hits Colgar with a melee weapon attack he can use his reaction to make absorb the weapon. On a success, the weapon is wrenched from the creatures grasp and absorbed into Colgar's body. Creatures wielding a weapon with two hands have advantage on this check. 

Legendary Actions

Colgar can take 5 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. Colgar regains spent legendary actions at the start of its turn.

Elemental Shift. (Costs 2 Actions). Colgar can change his elemental roll to any damage type.

Maul. Colgar makes an attack with his maul. 

Chaos Cloak.(Costs 2 Actions). Colgar causes the essence of magic to bend and shift casting a spell randomly. Roll a d4 to determine the effect. 1. Casts Invisibility on himself. 2. Casts Mirror Image on himself. 3. Casts Blur on himself. 4. Casts Thunder step on himself. 

Description

A huge ochre colored dire troll of ferocious reputation and cunning intellect. Colgar is the self proclaimed King of the Trolls and all who have challenged his claim have fallen. He along with his brothers have plagued dwarf kind for centuries. 

They are responsible for the fall of Kairn K'thall and the rising of the Musheim Coalition, a nation of giants. But even for the giants Colgar is an agent of chaos and destruction. He would see open war stretch across the world. 

His maul, a weapon carved from marble is wreathed in shadow. Creatures slain by this weapon have their souls taken from their body to a distant plane. 

Habitat: ArcticForestHillMountainSwampUnderdark

ArmosD49

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