Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.
Magic Absorption. Whenever the colossus is targeted by a spell of 4th level or lower, it absorbs the spell's energy, taking no damage or effect and healing for a number of hit points equal to twice the spell level.
Colossal Fortitude. The colossus reduces damage from all sources by 5 (except psychic).
Weakened by Lava: The colossus is vulnerable to fire damage for 1 round after being exposed to molten metal from the forge (released by pulling a lever). Additionally, the colossus takes **an extra 2d10 fire damage** from lava exposure at the start of its turn.
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
#### **Whirling Strike (Recharge 5-6).**
The colossus spins rapidly, slamming everything around it.
Each creature within 15 feet must make a **DC 18 Dexterity saving throw**, taking 36 (8d8) bludgeoning damage on a failed save or half as much on a success.
#### **Groundbreaker (Recharge 5-6).**
The colossus strikes the ground with immense force. All creatures within 20 feet radius in an area within 40ft must succeed on a **DC 18 Strength saving throw** or be knocked prone and take 22 (5d8) bludgeoning damage. The area becomes difficult terrain for 1 minute.
### **Legendary Actions** (3/Day)
The colossus can take 1 legendary action per turn at the end of another creature’s turn.
- **Seismic Stomp (Costs 1 Action):** The colossus targets a creature within 30 feet that is on the ground. The target must succeed on a **DC 18 Dexterity saving throw** or take 15 (3d10) bludgeoning damage and fall prone.
- **Molten Pulse (Costs 2 Actions):** Lava flows from cracks in the colossus’s body, creating a fiery burst. All creatures within 10 feet of the colossus must succeed on a **DC 17 Dexterity saving throw** or take 14 (4d6) fire damage.
Lair and Lair Actions
On initiative count 20 (losing ties), one of the following effects happens:
1. Lava Jets: Lava erupts from the floor in two random locations within 30 feet of the colossus. Each creature within 5 feet of the eruption must make a **DC 17 Dexterity saving throw**, taking 12 (3d8) fire damage on a failed save or half as much on a success.
2. Falling Debris: Chunks of molten slag fall from the ceiling. Each creature in a 10-foot radius centered on a point the colossus chooses must make a **DC 16 Dexterity saving throw** or take 18 (4d8) bludgeoning damage.
3. **Superheated Floor:** Sections of the forge floor heat up dangerously. Each creature standing on the ground in a 15-foot radius centered on the colossus takes 10 (2d10) fire damage.
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