Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the zombie drops to 1 hit point instead.
Zombie Carrier. The colossus carrier's massive, rotting body houses 2d4 kamikaze zombies within its decaying cavities. These kamikaze zombies are held in place by necrotic tendrils and can be launched as an action. Any kamikaze zombies inside the colossus carrier when it is destroyed explode.
Regeneration. The colossus carrier regains 10 hit points at the start of its turn if it has at least 1 hit point.
Siege Monster. The colossus deals double damage to objects and structures.
Multiattack. The colossus carrier makes two Slam attacks. If any kamikaze zombies remain inside it, it can use its Hurl Kamikaze action instead of one slam attack.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 7) bludgeoning damage.
Hurl Kamikaze. The colossus carrier launches one kamikaze zombie from its body at a point it can see within 60 feet. The kamikaze zombie explodes on impact. Each creature within a 10-foot radius of the impact point must make a DC 15 Dexterity saving throw, taking 14 (4d6) force damage on a failed save, or half as much damage on a successful one.
Spawn Kamikaze (1/Day). When the colossus carrier is reduced to below half its hit points, it can use its reaction to immediately spawn an additional kamikaze zombie in an empty space within 5 feet of it. This zombie acts on the colossus carrier's next turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Colossus Carrier stand at 25 feet tall. It is the corpse of a dead giant or an amalgamation of other zombies. No one actually knows because there hasn’t ever been survivors of its wrath.
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.
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