Astral Field. Anything within 200 feet of the colossus that is not firmly in tacked will float in a circular motion around the colossus. Any thing in this field will move 10 feet each turn, also any movement in the field will be limited to flying.
Third Eye. The colossus has the advantage on attack rolls and ability checks.
Astral Strike. The colossus makes a powerful glowing blue swing at the select target.
Action Melee Attack. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 6 (5d12 + 9) bludgeoning damage + 5d6 radient damage.
Astral Beam (4-5 turn recharge). The colossus fires a 100 foot cone of glowing blue energy in a chooser direction. Anything in the path of the beam takes 10d10 radient damage.
Tendrils. The colossus selects one target then uses one of its smoky blue tendrils to rap around it. The target takes 4d6 bludgeoning damage and has to make a save of 18s or be grappled until they make the save. The target gets to make the save once every turn.
Astral Wave. If the colossus takes over 25 damage in a turn the colossus sends out a 60 foot wave of astral energy. Any thing within 60 of the colossus takes 2d6 radient damage.
Description
The astral colossus has a humanoid shape to but is much bigger. The colossus has blue skin and strange symbols and markings on its skin. The eyes of this being glow blue and it has four smoke blue tendrils flying around it.