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Stone Colossus

Size
Gargantuan
Type
Construct
Challenge Rating
16
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
17
Speeds
30
Walking Speed
30
Strength Score
22
Dexterity Score
10
Constitution Score
20
Intelligence Score
3
Wisdom Score
12
Charisma Score
1
Vision
Darkvision (120ft)
Languages Ref
understands the languages of its creator but can't speak
Hit Points
263
Condition Immunities
Charmed, Frightened, Paralyzed, Petrified, Poisoned
Resistances
Immune to Poison Damage, Immune to Psychic Damage, Immune to Non-Magical Damage

Gargantuan construct


Armor Class 17

Hit Points 263 (17d20+85)

Speed 30 ft.


STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
3 (−4)
WIS
12 (+1)
CHA
1 (−5)

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)

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

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

Constructed Nature. Guardians dont require air, sustenance, or sleep.

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.

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.

Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.