| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 8 | −1 | −1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Melee Resistances. Colossus has advantage on saving throws from Non-Magical bludgeoning, piercing and slashing attacks.
Crystalline Body. When Colossus takes 10 or more damage from a single attack, a shard breaks off. This crystal shard appears in an unoccupied space within 5 ft.
Crystal Shard. Crystal Shards have 12 AC and 10 HP.
Prismatic Conduit. If the Colossus starts its turn within 10ft. of at least one crystal shard, it gains advantage on its next attack.
Multi-attack. Colossus makes 2 crystal slam attacks.
Crystal Slam. Colossus slams down with his crystal arms
Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) bludgeoning damage and pushed 5 ft.
Prism Beam (recharge 5-6). Colossus fires magic from his crystal hand. If it hits a Crystal shard, it will bounce 90 degree's to the right. This beam travels down a 30ft. line and every creature in this 30ft. line must make a DEX saving throw (DC 13).
Failure: 4d8 damage.
Success: 2d8 damage.
Crystal Growth (Bonus Action, Recharge 5–6). Colossus causes jagged crystals to erupt from the ground. Choose two 5ft squares within 30 feet for the crystals to occupy. Terrain becomes difficult and whoever enters the terrain takes 2d10 piercing damage.
Shard Detonation. When a Crystal Shard is destroyed, Prism Break can trigger a 5ft explosion. DEX or CON saving throw. DC 13. If failed take 4d6 force damage. If successful 2d6 force damage.
Description
TBD
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