Gargantuan Construct, Neutral Evil
Armor Class 23 (natural armor)
Hit Points 450 (20d20 + 240)
Speed 60 ft.
STR
30 (+10)
DEX
11 (+0)
CON
30 (+10)
INT
2 (-4)
WIS
11 (+0)
CHA
8 (-1)
Saving Throws STR +17, CON +17, WIS +7
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 150 ft., Passive Perception 8
Languages Understands Common but can't speak
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Immutable Form. The colossus is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day). If the colossus fails a saving throw, it can choose to succeed instead.

Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.

Siege Monster. The colossus deals double damage to objects and structures.

Regeneration. The Colossus regains 50HP at the start of it's turn unless it was dealt radiant or fire damage this round

Towering Terror. Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 23 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s saving throw is successful, it is immune to this colossus’s Towering Terror for the next 24 hours.

Actions

Multiattack. The colossus makes three attacks — one with its slam one with its corpse toss, and then uses Stomp.

Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage, and the colossus can push the target up to 20 feet away from it.

Corpse Toss. Ranged Spell Attack: +18 to hit, range 300 ft., one target. Hit: 18 (4d8) force damage, and if the target is a creature, it is knocked prone.

Stomp. The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 25 (4d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.

Structures, as well as non magical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Corpses to Zombies: every time the Colossus uses its Corpse toss, one round later a zombie will form from the Corpse.

 

Legendary Actions

Meat Spray : When the Diregraf Colossus is damaged by piercing or slashing damage, a cloud of rotted flesh and skin sprays forth at the attacker. the player must succeed on a DC 20 Athletics or Acrobatics check or be rendered blinded until the end of the players next turn.

Description

The diregraf colossus is a gruesome creation. It is a gigantic being formed out of hundreds of corpses and over 100 feet tall. To animate such a mass of bodies and give them a human shape, powerful necromancy, alchemy most arcane, and unspeakable blood sacrifice are needed. Once it is brought into unlife, the colossus is under the control of its creator. It is, however, an almost mindless being and while the colossus follows orders, any of its movements will result in destruction and death.

 

Lair and Lair Actions

The Lair of a Diregraf is the very ice upon which it treads, The Colossus is able to create holes in the ice sheet through to the frozen water below.

At initiative count 20, the Colossus vibrates the ground , creating three  10 foot radius holes in the ice sheet. creatures who fall through these holes take 3d8 cold damage and may use their reaction to crawl out. else they take 3d8 cold damage each round they start in the icy water.

Monster Tags: undeadconstruct

Habitat: Arctic

Unit92

Comments

Posts Quoted:
Reply
Clear All Quotes