Gargantuan Monstrosity, Chaotic Evil
Armor Class 18 Ossified Carapace
Hit Points 310 (23d20 + 161)
Speed 40 ft., Burrow 30 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
6 (-2)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws CON +12, WIS +7
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned, Prone
Senses Darkvision 120ft, Tremorsense 120ft, Passive Perception 12
Languages Deep Speech can understand, not speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Sand‑Devour. The Colossus can burrow through bone, sand, and meat‑fungus without leaving a tunnel. Creatures above its path must succeed on a DC 17 Dex save or fall prone.

Eldritch Taint. Legendary Resistance (1/day). When reduced to 0 HP, it explodes in ash‑motes; creatures within 15 feet must succeed on a DC 17 Con save or gain 1 Taint and take 14 (4d6) necrotic.

Actions

Multiattack. The Colossus makes two Scythe‑Claw attacks.

Scythe‑Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 8) slashing.

Bone Spire Eruption (Recharge 5–6). The Colossus causes jagged spires to erupt in a 20‑ft‑radius, 10‑ft‑high area within 60 feet. Creatures in the area must make a DC 17 Dex save, taking 31 (7d8) piercing on a failed save, or half on a success. The area becomes difficult terrain.

Grave Maw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 8) piercing plus 9 (2d8) necrotic. If this reduces a creature to 0 HP, the Colossus regains 15 HP.

Legendary Actions

Legendary Actions (3/round)

  • Tunnel Shift. The Colossus burrows up to 20 feet.

  • Spine Volley. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target; Hit: 13 (3d6) piercing.

  • Seismic Toss (Costs 2). One creature the Colossus is grappling is hurled up to 30 feet and knocked prone (2d6 bludgeoning).

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

It rises where the desert breathes wrong—sand puckers, then a ridge of pale shapes heaves up like a grave rolling over. The Bone-Dune Colossus is not one thing but a catastrophe of many: whale ribs fused to titan femurs, tusks welded into a prow, vertebrae stacked like cathedral arches. Its carapace is a mosaic of ossified plates glazed with wind-polish, every seam packed with gritty flesh-fungus that pulses wetly when it moves. The air smells of old marrow and cremation; a dry rattle travels through the ground before you hear the creature itself, like dice clicking inside the world.

It surges with a swimmer’s grace, not walking so much as devouring the dune beneath it—sand liquefies around its bulk and carries it forward in a slow, impossible tide. From its flanks, rebar-straight spines grow and snap off with the sound of splitting timber, then spear upward in sudden eruptions that turn flat earth into a forest of needles. Scythe-claws articulate from a knuckled foreplate, edges honed by centuries of grit; one stroke writes trench-length lines into stone, another plucks a screaming figure off the sand like a burr.

The head is a compromise between altar and pit. A hinged visor of skull-shards lifts, and the Grave Maw yawns—a cave of toothy stalactites rimed with soot, breathing out cold that tastes of pennies and bone dust. Anything it swallows doesn’t bleed; it leaches, color and heat draining as if the mouth were a hole into some lightless ossuary. Lodged between jaw-plates are trophies: hammered helm, cracked femur with gnawed runes, a ship’s figurehead turned to ivory.

When it’s wounded, ash-motes lift from its seams and drift like snow that hates you—pricking lungs, whispering in the ear with voices that know your name. Strike too deep and the whole mass shudders, then detonates a ring of breathless silence, a funerary cough that salts the wind with taint. And then, as if bored of the living, the Colossus folds into itself and slides back under the dune, leaving behind a fresh field of bone spires and the slow settling of sand over the names it just erased.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Desert

Earthknite

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