Magic Resistance. The magnetic field surrounding the colossus slightly bends the weave of magic around it, granting it advantage on saving throws against spells and other magical effects.
Earth Glide. The colossus can burrow through nonmagical, unworked earth and stone. While doing so, the colossus doesn’t disturb the material it moves through.
Siege Monster. The colossus deals double damage to objects and structures.
Elasticity. By morphing, the arms of the colossus can reach out to incredible distances. For every sixty feet, that is between the base of the colossus and its target, its attacks lose 1 die of damage to a minimum of 2.
Magnetism. The colossus emits its own magnetic field to a radius of 240 feet. If a creature that is wearing or carrying metal equipment enters this space or begins its turn there, they must make a DC 14 Strength saving throw. On a failure, they are drawn 30 feet closer to the base of the colossus. A creature who fails this saving throw may choose to drop the worn or carried items to automatically succeed on this check instead. If a creature hits the base of the colossus after failing this saving throw, they are restrained and must succeed a DC 14 Strength saving throw in order to escape.
Multiple Arms. The bound colossus has four arms. Each arm can be attacked (AC 17; 30 hit points; vulnerability to thunder damage). Destroying an arm deals 15 damage to the colossus. The colossus can construct a new arm by using an action to pull one out of its body but it must have a free arm to do so.
Multiattack. The Bound Colossus makes as many slam or earthen grasp attacks as it has remaining arms.
Slam. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 26 (5d6+8) bludgeoning damage.
Earthen Grasp. The colossus reaches through the ground and reaches for one creature within 5 feet of its hand. The target must succeed on a contested grapple check. On a failed check, the target takes 26 (5d6+8) bludgeoning damage and is restrained.
On subsequent turns, the colossus can attempt to crush a restrained target, which must make a DC 22 Strength saving throw. The target takes 26 (5d6+8) on a failed save, or half as much damage on a successful one. A restrained target can use their action to attempt to escape by making another contested grapple check and succeeding.
The Bound Colossus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Bound Colossus regains spent legendary actions at the start of its turn.
Attack. The colossus makes one slam attack.
Magnetic Pulse (Costs 2 Actions). The colossus emits a sudden magnetic pulse (see Magnetism).
Grow Arm (Costs 3 Actions). The colossus regrows one of the arms it has lost; it doesn’t need a free arm in order to do so.
Description
The colossus is a weapon of elemental destruction created by the proto-gods in a bid for power over a realm where magic owed raw, unbridled, and unchecked. Standing nearly forty feet tall when on its feet, the colossus dwarfs modern-day giants and is rivaled only by the sheer size of the tarrasque. The bipedal tower has a natural armor that resembles a mountainous landscape and gives o its own magnetic aura. As the gods settled into their portfolios, the need for these beings passed and they soon fell into obscurity. This bound specimen may very well be the last one in existence.
Forgotten Master. Although it is not clear why the colossus is bound to its location, tomes ofold purport of a malicious wizard who may be the cause. Ancient scribes sought to omit his name, letting it fade into the annals of history, but do tell of a unique gemstone created through what must be a powerful variant of the imprisonment spell. Nicknamed “Maximilian” by the unlikeable master, the colossus served him as it did the gods; as a weapon. When the time came for the wizard to pass on, it was thought best for the realm if the weapon was put to rest alongside him.
Earthen Grasp. Spellcasters that know the spell Maximilian’s Earthen Grasp regularly pay homage to this being, though not in the way they would expect. As the books tell, Maximilian was not pleased to be the puppet of a mere wizard and often attempted to reach out for the gemstone that kept the elemental in its prison. Though it seems unlikely, the legends state that the hand that bursts forth as a result of the casting of this spell is actually the hand of Maximilian, still in search of that gemstone. As the creator of Maximilian’s Earthen Grasp, that was the wizard’s legacy, the eternal taunting of a planar weapon. How foolish...
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