Umbral Colossus

Old scrolls refer to a 'Night Mountain' that moves through the land, swallowing torches and stars. Seafaring tales tell of coasts where sailors found daybreak delayed and of ruins where villages fell silent and never aged. Worship cults once sought to bind such colossi as guardians; now those cults are either gone or merged into the shadows themselves.

HugeMonstrosity(construct (shadow-animated))CR 17Neutral Evil

Umbral Colossus

shadowcolossuslairlight-drainlegendary
HP247AC20SPD40 ft.CR17PerceptionIntimidationStealthArcana
STR
26
save
DEX
14
save
CON
22
save
INT
16
save
WIS
18
save
CHA
20
save
Shadow Stride. The colossus ignores movement penalties from difficult terrain composed of dimness, shadow, or obsidian surfaces.
Legendary Resistance. If the colossus fails a saving throw, it can choose to succeed instead. It can use this trait three times and regains all uses after a long rest.
Mote Sustenance. While in dim light or darkness, the colossus regains 10 hit points at the start of its turn for each creature currently fused as a mote inside it, up to a maximum of 50. Bright light (such as daylight or a continual sun spell) suppresses this regeneration while the colossus is in that light.
Obsidian Resolve. The colossus is built of shadow and obsidian. It has advantage on saving throws versus spells and effects that would blind, charm, or petrify it.
Radiant Feedback. While within its Dread Aura, attacks that deal radiant damage instead deal radiant damage plus 5 () additional radiant damage to the colossus and remove one use of Mote Sustenance for that round.
Multiattack. The colossus makes two slam attacks. If one of the attacks hits, it can attempt to drain light with Shadow Rend or follow with a Dark Pulse (see below).
Slam. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 28 () bludgeoning damage plus 13 () necrotic damage.
Shadow Rend. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 24 () piercing damage and the target must succeed on a Constitution saving throw or have its maximum hit points reduced by an amount equal to the necrotic damage dealt. A creature whose maximum hit points are reduced to 0 dies and is fused into the colossus as a dim, pulsing mote of shadow (see Aftermath). Maximum hit points reduced by this effect return after a long rest at a rate of 1 hit point per hour spent within sunlight or similarly strong positive light. The colossus regains 10 hit points for each creature so reduced.
Dark Pulse (Recharge 5-6). The colossus exhales a cone of crushing night in a 60-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 45 () necrotic damage and is blinded until the end of its next turn. On a success, the creature takes half as much damage and is not blinded. After using this action, the colossus must finish a short or long rest before it can use it again.
Dread Aura. The colossus extends an aura in a 30-foot radius. While within the aura, nonhostile light sources dim as if by dim light. Hostile creatures that start their turn in the aura or enter it for the first time on a turn take 9 () psychic damage and must succeed on a Wisdom saving throw or be frightened until the end of their next turn. Constructs and undead are immune. The colossus can suppress or resume the aura as a free action.
Obsidian Parry. Obsidian Parry. When a creature misses the colossus with a melee attack, the colossus can use its reaction to cause a shard of darkness to strike the attacker. The attacker takes 11 () psychic damage and must succeed on a Wisdom save or be pushed 10 feet and fall prone.
Shadow Step. Shadow Step. The colossus teleports up to 30 feet to an unoccupied space it can see in dim light or darkness.
Grasping Tendrils. Grasping Tendrils. Targets one creature within 30 feet. The target must succeed on a Strength saving throw or have its speed reduced to 0 until the end of its next turn as spectral tendrils lash it for 9 () necrotic damage.
Dark Pulse. Dark Pulse. The colossus emits a 15-foot-radius burst centered on itself. Each creature in that area must succeed on a Constitution save or take 14 () psychic damage and be stunned until the end of its next turn. On a success the creature takes half damage and is not stunned.
Cantrips
Innate ShadowcastingNecromancy / Illusion The colossus can cast these spells innately, requiring no material components. Spell save DC 19, spell attack +11. At will: darkness, detect thoughts, pass without trace. 3/day each: blight, greater invisibility, hunger of Hadar (as a 3rd-level area effect of swirling void). 1/day: plane shift (self only, to retreat into the Plane of Shadow) and circle of power (as a defensive burst against radiant).
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