Primarch of Unmaking

Centuries ago, the Colossus was woken and bound by the rites of Antru, chained within an earthen prison with wards sung by generations of stonewardens. Folk tales speak of mountain chains that creak like chains and of a heartstone seated beneath a standing stone circle. When the seals waned and the heartstone’s beat grew frantic, the Colossus shattered its bonds and walked free, leaving the ancestral wards in smoking ruins.

GargantuanGargantuan Elemental(Primordial)CR 23Chaotic Neutral

Primarch of Unmaking

ElementalTitanEnvironment-alteringPrimordialSolo
HP620AC22SPD40 ft., Burrow 20 ft., Climb 30 ft., Swim 30 ft.CRCR 23PerceptionAthleticsIntimidation
STR
30
save
DEX
16
save
CON
28
save
INT
22
save
WIS
24
save
CHA
20
save
Titanic Presence. The Colossus is a gargantuan construct of living earth and elemental fury. It is not easily toppled and its movements are measured in seismic shifts.
Regeneration. The Colossus regains 30 hit points at the start of its turn. If the Heartstone is destroyed, it loses Regeneration.
Legendary Resistance. If the Colossus fails a saving throw, it can choose to succeed instead. It can do this three times and regains uses after a long rest.
Magic Weapons. The Colossus's melee attacks count as magical for overcoming resistances.
Terrain Shaper. Any nonmagical structure or barrier within 60 feet takes half damage from the Colossus’s attacks. Objects that are part of the terrain may be shattered by a hit.
Titanic Slam. Melee Weapon Attack: to hit, reach 30 ft., one target. Hit: 42 () bludgeoning damage plus 18 () acid, fire, or cold damage (choose when it hits). If the target is a structure or object, damage to it is doubled.
Corrupting Cataclysm. The Colossus flings a chunk of corrupted earth at a point it can see within 120 feet. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 63 () bludgeoning damage and 27 () necrotic damage on a failed save, or half as much on a successful one. The ground in the area becomes twisted and hazardous: it is difficult terrain for 1 minute and any creature that ends its turn there takes 9 () slashing damage as jagged stone erupts.
Spire of the First Stone. Ranged Weapon Attack: to hit, range 300/600 ft., one target. Hit: 36 () piercing damage plus the target must succeed on a Constitution saving throw or be afflicted by Elemental Rot. While afflicted, the target takes 14 () acid damage at the start of each of its turns and its speed is halved. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on the initial saving throw is immune to Elemental Rot for 24 hours.
Chaotic Exhalation. The Colossus exhales a sweeping surge of raw elemental chaos in a 120-foot cone. Each creature in the cone must make a Dexterity saving throw, taking 45 () mixed elemental damage (fire, cold, lightning, acid; roll to determine which) on a failed save, or half as much on a success. Undead and constructs have disadvantage on the saving throw.
Primordial Grasp. The Colossus targets a point on the ground it can see within 60 feet. Tendrils of primordial matter erupt in a 20-foot radius. Each creature in the area must succeed on a Strength saving throw or be grappled (escape ) and restrained as they are bound by living earth. A grappled creature takes 22 () bludgeoning damage at the start of each of its turns. The Colossus can have up to six creatures grappled by this feature at once.
Seismic Rebuke. When a creature within 60 feet deals damage to the Colossus with a melee attack, the Colossus can use its reaction to unleash a shockwave. Each creature within 20 feet of the attacker must succeed on a Dexterity saving throw or take 22 () thunder damage and be pushed 15 feet away from the attacker.
Earthshove (Costs 2 Actions). Earthshove. The Colossus makes one Titanic Slam attack or forces one creature within 60 feet to make a Strength saving throw or be pushed 30 feet and knocked prone.
Rend the Sky (Costs 3 Actions). Rend the Sky. The Colossus calls down a jagged shard from a storm of stone and lightning at a point it can see within 120 feet. Each creature in a 20-foot-radius sphere must make a Dexterity save, taking 28 () piercing plus 14 () lightning damage on a failed save, or half as much on a success.
Reconstitute (Costs 4 Actions). Reconstitute. The Colossus draws power from the land. It regains 70 hit points and any one creature grappled by Primordial Grasp takes 21 () bludgeoning damage.
Cantrips
Innate SpellcastingVaries Innate spellcasting. The Colossus’s innate spellcasting ability is Wisdom (spell save DC 22). It can cast the following spells, requiring no components and using no spell slots. At will: control weather, stoneskin, call lightning. 3/day each: earthquake, wall of stone, storm of vengeance. 1/day: plane shift (self only to merge a small region with the Elemental Chaos).
Ritual ManifestationsEnchantment and Transmutation The Colossus can expend a legendary action to cast the following as ritual-like manifestations of primordial force: cause fear (as the spell, DC 22) centered on itself; control winds that function as gust of wind but on a 60-foot cone.
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