Gloomforged Colossus

Some sages call them obsidian wardens—machines of living dark alloy rumored to be the product of a war between a shadow cult and a cabal of dwarven forgemasters. Myths say a fallen star or void-spear is the seed that awakens each one. Towns near their graves claim bad harvests and pale children who speak to the dark stones.

HugeMonstrosity(Construct (shadow-infused))CR 14Neutral Evil

Gloomforged Colossus

constructshadowbosscontrollerlair
HP210AC19SPDWalk 40 ft., Climb 20 ft.CR14AthleticsPerceptionStealthArcana
STR
22
save
DEX
10
CON
20
save
INT
12
WIS
14
save
CHA
16
save
Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.
Shadow Aegis. If the colossus takes 60 or more damage from a single attack, it can use a reaction to emit a burst of shadow that grants it resistance to all damage until the end of its next turn. Usable once per short rest.
Magic Weaponry. The colossus counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Feeding Strike. When the colossus reduces a creature to 0 hit points with its Slam, that creature's dying essence feeds the colossus. The colossus regains 10 hit points and the area within 10 feet of the corpse becomes shadowstained for 1 hour.
Umbral Aura. A continuous aura of dim shadow extends 10 feet from the colossus. Nonmagical light sources that illuminate the area have their radius halved while within the aura.
Anchored Form. The colossus can attempt to resist one effect that would teleport it or force it to move against its will. It has advantage on the saving throw.
Shadow Step. Three times per day the colossus can step through shadow and teleport up to 60 feet to an unoccupied space in dim light or darkness it can see.
Shadow Renewal. If the colossus starts its turn in dim light or darkness it regains 10 hit points.
Legendary Resistance. If the colossus fails a saving throw, it can choose to succeed instead. It can use this ability three times and regains all uses after a long rest.
Multiattack. The colossus makes two Slam attacks. If both hit the same target, the target must succeed on a Strength saving throw or be knocked prone.
Slam. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 24 () bludgeoning damage plus 10 () necrotic damage.
Umbral Shockwave. The colossus stomps the ground. Each creature in a 30-foot cone must make a Dexterity saving throw, taking 45 () force damage on a failed save, or half as much on a success. Creatures that fail the save are also pushed 15 feet and knocked prone. Objects in the area that are not worn or carried are automatically destroyed if their AC is 15 or lower.
Aura of Dread. The colossus targets one creature it can see within 120 feet. The target must succeed on a Wisdom saving throw or become Frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target is already frightened, it takes 18 () psychic damage instead on a failed save.
Shadow Spire (Recharge 5-6). The colossus makes one ranged attack against a point it can see within 150 feet. All creatures within a 10-foot radius of that point must make a Constitution saving throw, taking 36 () necrotic damage on a failed save, or half as much damage on a success. Undead creatures have disadvantage on the saving throw.
Parry. Parry. The colossus adds +3 to its AC against one melee attack that would hit it. To do so, the colossus must see the attacker and be wielding no weapon.
Slam. Slam. The colossus makes one Slam attack.
Relentless Advance. Move. The colossus moves up to half its speed without provoking opportunity attacks.
Shadow Pulse (Costs 2 Actions). Shadow Pulse. The colossus emits a pulse of crushing shadow in a 20-foot radius. Creatures in the area must succeed on a Constitution saving throw or take 18 () necrotic damage and have disadvantage on their next attack roll.
Cantrips
Darkness (innate)Evocation At will: Darkness (as the spell).
3rd level
Fear (innate)Illusion 3/day: Fear (as the spell, cast at 3rd level).
4th level
Blight (innate)Necromancy 1/day: Blight (as the spell).
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