Displacement. The Colossus projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the Colossus is incapacitated or has a speed of O.
Evasion. If the Colossus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Colossus instead takes no damage if it succeeds on the saving throw,. and only half damage if it fails.
Fey Ancestry. The Colossus has advantage on saving throws against being charmed, and magic can't put the Colossus to sleep.
Flyby. The colossus doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Perception. The colossus has advantage on Wisdom (Perception) checks.
Limited Telepathy. The colossus can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.
Nimble Escape. The colossus can take the Disengage, Dash or Hide action as a bonus action on each of its turns.
Shapechanger. The Colossus can use its bonus action to polymorph into a Small beast, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Speak with Beasts and Plants. The Colossus can communicate with beasts and plants as if they shared a language.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Fey Charm. The Colossus targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the Colossus as a trusted friend to be heeded and protected. Although the target isn't under the Colossu's control, it takes the Colossu's requests or actions in the most favorable way it can . Each time the Colossus or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Colossus dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Colossu's Fey Charm for the next 24 hours. The Colossus can have no more than one humanoid and up to three beasts charmed at a time .
Invisibility. The Colossus magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the Colossus wears or carries is invisible with it.
Teleport (Recharge 4-6). The Colossus magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Misty Escape. In response to taking damage, the colossus can turn invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the end of the next turn or until it attacks, makes a damage roll, or casts a spell.
Previous Versions
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