| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +9 |
| DEX | 8 | −1 | −1 |
| CON | 22 | +6 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 10 | +0 | +6 |
| CHA | 5 | −3 | −3 |
Flesh Fortress. The colossus has advantage on saving throws against spells and magical effects.
Reeking Gore Aura. Any creature that starts its turn within 15 feet must succeed on a DC 18 Constitution saving throw or be poisoned until the start of its next turn. Creatures that succeed are immune for 24 hours.
Immutable Form. The golem can’t shape-shift.
Lightning Absorption. Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
Multiattack. The Colossus makes two Slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 30 (4d10 + 8) bludgeoning damage plus 13 (3d8) necrotic damage.
Bloodjet Cannon (Recharge 5–6).
The colossus ejects pressurized blood in a 60-foot line that's 10 feet wide. Each creature in the area must make a DC 18 Dexterity saving throw, taking 36 (8d8) acid damage and 22 (5d8) necrotic damage on a failed save, or half as much on a success.
Legendary Actions (3/turn)
The Flesh Colossus can take 3 legendary actions, choosing from the options below.
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Crushing Step. The Colossus moves up to half its speed. It may move through Medium or smaller creatures' spaces, forcing a DC 18 Dex save or take 18 (4d8) damage and be knocked prone.
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Meat Hook. The colossus lashes a tendon-like hook at one creature within 30 feet. That creature must succeed on a DC 18 Strength saving throw or be pulled adjacent and restrained until the end of its next turn.
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Throbbing Pulse. All creatures within 30 feet that can hear must make a DC 16 Wisdom saving throw or be frightened until the end of their next turn.
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