Eclipsed Colossus

Old star-songs mention 'iron shepherds' that stood watch at the world's hinge. Where one fell, villagers long ago spoke of warped nights and impossible tides. Scholars debate whether the colossi were tools, weapons, or sentient caretakers.

HugeMonstrosity(Construct)CR DeadlyNeutral

Eclipsed Colossus

constructradiantgravitylegendary
HP300AC19SPDWalk 40 ft., Climb 30 ft., Burrow 20 ft. (through loose stone), Hover 20 ft. (when empowered by aegis - in lair or when within 120 ft. of its control crystal)CR17PerceptionArcanaAthletics
STR
26
save
DEX
12
CON
24
save
INT
14
WIS
18
save
CHA
16
Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.
Immutable Form. The colossus is immune to any spell or effect that would alter its form. It cannot be polymorphed, petrified, or reduced to a different shape.
Eclipsed Gravity. A 30-foot aura of altered gravity surrounds the colossus. Each creature that starts its turn in the aura must succeed on a Dexterity saving throw or have its speed halved until the start of its next turn. Flying creatures must succeed on the save or fall prone.
Resonant Tremor. When it moves across solid rock or packed earth the colossus can choose to create Resonant Tremor. Creatures within 10 feet must make a Dexterity saving throw or be knocked prone.
Multiattack. The colossus makes two slam attacks. If the colossus hit with both, it can follow up with Solar Flare if available.
Slam. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 30 () bludgeoning damage. On a hit the target is grappled (escape ) if it is a creature of Large size or smaller. Until this grapple ends the target is restrained and takes 10 () radiant damage at the start of each of the colossus's turns.
Solar Flare. Recharge 5 6. The colossus opens a fissure of starfire in a 90-foot line that is 10 feet wide. Each creature in the line must make a Dexterity save. A creature takes 66 () radiant damage on a failed save, or half as much damage on a successful one. Creatures failing the save are also blinded until the end of their next turn. Solid objects in the line not worn or carried take full damage. The colossus can choose to reduce the beam's length to 45 feet to increase the save DC to 22.
Absorb Spell. When targeted by a spell that deals radiant or force damage and is within 60 feet of its aegis, the colossus can attempt to absorb the spell. It makes a Wisdom saving throw. On a success the spell is absorbed and converted to temporary hit points equal to the spell's level times 10. On a failure the spell affects the colossus normally.
Stride. The colossus moves up to half its speed without provoking opportunity attacks or makes one slam attack.
Cosmic Pulse (Costs 2 Actions). The colossus emits a pulse of force in a 20-foot radius. Creatures of the colossus's choice in the area must succeed on a Strength save or be pushed 20 feet away and knocked prone. Objects not secured are swept aside.
Command Gravity (Costs 3 Actions). The colossus twists local gravity in a 30-foot cone. Targets must make a Strength saving throw or be restrained and take 18 () bludgeoning damage as crushing stones press them into the ground. A successful save halves the damage and prevents restraint. The effect ends for a target that moves more than 5 feet away.
Cantrips
Innate Cosmic DisciplineVaried The colossus can cast these spells innately, requiring no material components. The save DC for these spells is 20. At will: detect magic, levitate (self only), light. 3/day each: dispel magic, blight, greater restoration. 1/day: wall of force, plane shift (self only to move to its home plane).
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