Large Construct, Unaligned
Armor Class 22 (natural armor)
Hit Points 310 (24d12 + 168)
Speed 40 ft.
STR
26 (+8)
DEX
14 (+2)
CON
23 (+6)
INT
8 (-1)
WIS
16 (+3)
CHA
6 (-2)
Saving Throws STR +13, CON +11
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 13
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Animated Resilience. If the Animated Armor Boss takes 15 or less damage from a single attack or spell, it instead takes no damage.

Bound Guardian. If the creature wielding Zarathustra is reduced to 0 hit points, the Animated Armor Boss becomes hostile to all creatures. Until a new creature attuens to the sword.

Protector of Zarathustra.
The Colossus gains advantage on attack rolls made to protect the wielder of Zarathustra. It can take the Dodge or Disengage action as a bonus action when within 30 feet of Zarathustra’s wielder.

Titanic Strength.
The Colossus has advantage on Strength-based checks and saving throws, and can use its Strength modifier for weapon damage rolls, increasing damage by +2.

Unyielding Colossus.
When the Colossus is reduced to half of its hit points or fewer, it gains resistance to all damage except force and psychic damage for 1 minute.

Actions

 

Multiattack.
The Zarathustra’s Bound Colossus makes three melee attacks.

Colossal Cleave.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 40 (6d8 + 8) slashing damage.

Earthquake Slam (Recharge 5-6).
The Colossus strikes the ground with Zarathustra, causing a tremor in a 30-foot radius. All creatures within the area must make a DC 19 Dexterity saving throw or take 50 (8d10) bludgeoning damage and be knocked prone. On a successful save, creatures take half damage and are not knocked prone.

 

Bonus Actions

Zarathustra's Fury.
Once per turn, the Colossus can use its bonus action to make an additional melee attack against a creature within 5 feet of the wielder of Zarathruster. This attack deals an extra 10 (2d6) slashing damage.

Reactions

 

 

Legendary Actions

The Zarathustra’s Bound Colossus can take 3 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. The Colossus regains spent legendary actions at the start of its turn.

  • Move. The Colossus moves up to half its speed without provoking opportunity attacks.
  • Smash. The Colossus makes one Colossal Cleave attack.
  • Defensive Shield. The Colossus gains +5 to AC until the start of its next turn.

Description

The Zarathustra's Bound Colossus is a colossal guardian construct bound by an ancient oath to protect the sword Zarathustra and its wielder. Massive in size, this construct wields Zarathustra with incredible strength, laying waste to all in its path. It fights with brutal efficiency, using the sword’s overwhelming power to cleave enemies and shake the earth beneath them. When Zarathustra’s wielder falls, the Colossus turns into a ruthless, unstoppable force, protecting the blade at all costs.

Lair and Lair Actions

 

The Lair of Zarathustra's Bound Colossus is an awe-inspiring royal hallway, dimly lit by flickering torches casting long shadows across the walls. Suits of animated armor stand silently in alcoves, each one a potential guardian, waiting to spring to life at the slightest provocation. The hallway stretches toward an ornate dais, upon which Zarathustra rests, its blade glowing faintly. The air is thick with the weight of ancient power, and the ground is made of polished stone, occasionally cracked by the tremors of the Colossus’s movements.

  • Lair Action 1 (Area Quake). The Colossus causes tremors throughout its lair, causing all creatures within 30 feet to make a DC 18 Dexterity saving throw or take 20 (3d10) bludgeoning damage and be knocked prone.
  • Lair Action 2 (Shield of Zarathustra). The Colossus envelops Zarathustra with a magical aura, granting the wielder temporary hit points equal to 10 + their Constitution modifier at the start of each of their turns.
  • Lair Action 3 (Rubble Barricade). The Colossus causes parts of the lair to shift and form barriers. All creatures within 60 feet must make a DC 18 Strength saving throw or become trapped behind fallen debris, reducing movement by 20 feet until they escape.

 

Previous Versions

Name Date Modified Views Adds Version Actions
1/15/2025 12:55:01 PM
4
3
5e
Coming Soon
2/21/2025 11:58:54 PM
6
2
5e
Coming Soon
SentientSteel

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