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ADAMANTINE COLOSSUS

Gargantuan construct, neutral


Armor Class 25 (natural armor)
Hit Points 840 (48d20 + 100)
Speed 50 ft.

STR DEX CON INT WIS CHA


29(+9) 7 (-2) 25(+7) 3(-4) 11(+0) 1(-5)

Damage Immunities fire, poison, psychic; bludgeoning, piercing,


and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can’t
speak
Challenge 25 (75,000 XP)
Antimagic Field. A colossus constantly generates an antimagic field
in spell a 100-foot-radius. The field is an invisible barrier that is
impervious to most magical effects, including spells, and magical
abilities. Likewise, it prevents the functioning of any magic items
or spells within its confines, except for the colossus’s own abilities
or possessions.
Fire Absorption. Whenever the golem is subjected to fire damage, it
takes no damage and instead regains a number of hit points equal
to the fire damage dealt.
Immutable Form. The golem is immune to any spell or effect that
would alter its form.
Immunity to Magic. A golem is immune to spells or magical
abilities that directly affect it. Certain spells and effects function
differently against it, as noted below.
• An adamantine colossus is not affected by rust attacks, such as
those of a rust monster.
Legendary Resistance (3/Day). If the golem fails a saving throw, he
can choose to succeed instead.
Magic Weapons. The colossus’s weapon attacks are considered
magical artifacts.

ACTIONS LEGENDARY ACTIONS


Multiattack. The colossus makes two sword attacks and one The colossus can take 3 legendary actions, choosing from the
stamp. options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The colossus
Stamp. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. regains spent legendary actions at the start of its turn.
Hit: 36 (6d8 + 9) bludgeoning damage.
Attack. The colossus makes one slam attack.
Sword. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Move. The colossus moves up to half speed without provoking
attacks of opportunity.
Hit: 42 (6d10 + 9) slashing damage. Stomp (Costs 2 actions). The colossus stomps on the ground,
creating an earth tremor that extends in a 30-foot radius. Other
Poison Breath (Recharge 6). The golem exhales poisonous gas in a creatures standing on the ground in that radius must succeed on a
30-foot cone. Each creature in that area must make a DC 23 DC 25 Dexterity saving throw or fall prone.
Constitution saving throw, taking 90 (20d8) poison damage on a
failed save, or half as much damage on a successful one.

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