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Stone Colossus A5E

CR 16 construct

Gargantuan construct, chaotic evil


Armor Class
17
Hit Points
263 (17d20+85)
Speed
30 ft.

STR22 (+6)
DEX10 (+0)
CON20 (+5)
INT3 (-4)
WIS12 (+1)
CHA1 (-5)

Saving Throws
Skills
Damage Immunities
poison, psychic; damage from nonmagical, non-adamantine weapons
Condition Immunities
charmed, fatigue, frightened, paralyzed, petrified, poisoned
Senses
darkvision 120 ft., passive Perception 11
Languages
understands the languages of its creator but can't speak
Challenge
16 (15,000 XP) · Proficiency Bonus +5

Constructed Nature.

Guardians dont require air, sustenance, or sleep.

Immutable Form.

The guardian is immune to any effect that would alter its form.

Legendary Resistance (2/Day).

If the colossus fails a saving throw, it can choose to succeed instead. When it does so, it crumbles and cracks, losing 20 hit points.

Magic Resistance.

The guardian has advantage on saving throws against spells and magical effects.

Siege Monster.

The colossus deals double damage to objects and structures.

Actions

Multiattack.

The guardian attacks twice with its slam.

Slam.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock.

Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage. The target makes a DC 18 Strength saving throw falling prone on a failure.

Bonus Actions

Slow (Recharge 5–6).

The guardian targets one or more creatures within 30 feet. Each target makes a DC 17 Wisdom saving throw. On a failure, the target is slowed for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The colossus can take 2 legendary actions.

Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.

Seize.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the colossus can't seize a different creature.

Fling.

The colossus throws one Large or smaller object or creature it is grappling up to 60 feet. The target lands prone and takes 21 (6d6) bludgeoning damage. If the colossus throws the target at another creature, that creature makes a DC 18 Dexterity saving throw, taking the same damage on a failure.

Stomp.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Large or smaller creature, it makes a DC 18 Strength check, falling prone on a failure.

Bolt from the Blue (Costs 2 Actions).

If the colossus is outside, it calls a bolt of energy down from the sky, hitting a point on the ground or water within 120 feet. Each creature in a 10-foot-radius, sky-high cylinder centered on that point makes a DC 17 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save or half damage on a success. The colossus can choose to make the bolt deal fire or radiant damage instead of lightning.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details