Runic War Engine. The Arcane Sentry Colossus has advantage on saving throws against being stunned, restrained, or knocked prone.
Arcane Targeting Runes. At the start of its turn, the Colossus magically marks one creature it can see. The Colossus has advantage on attack rolls against the marked creature until the start of its next turn.
Overload Matrix. When the Colossus drops below Half its HP, unstable arcane energy floods its core: It gains advantage on attack rolls, Its weapon attacks deal +7 (2d6) force damage, At the end of each of its turns, it takes 10 force damage.
Multiattack. The Colossus makes three attacks, choosing from Arcane Ballista, Rune Barrage, or Adamantine Slam.
Arcane Ballista. Ranged Spell Attack: +9 to hit, range 120/360 ft., one target.
Hit: 18 (4d8) force damage.
Rune Barrage (Recharge 5–6). The Colossus launches volatile rune-charged sigils at up to three creatures it can see within 120 feet. Each target must make a DC 17 Dexterity saving throw, taking 28 (8d6) force damage on a failed save, or half as much on a success.
Adamantine Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 6) bludgeoning damage.
Suppressive Arc (Recharge 6). The Colossus unleashes a sweeping arc of arcane force in a 30-foot cone. Creatures in the area must make a DC 17 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much on a success.
Arcane Core Detonation. When the Colossus is reduced to 0 hit points, its core detonates.
Creatures within 20 feet must make a DC 17 Dexterity saving throw, taking 35 (10d6) force damage on a failed save, or half as much on a success.
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