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Stone Colossus

Challenge
Tags
str
22
dex
10
con
20
int
3
wis
12
cha
1

AC 17 (natural armor)

HP 263 (17d20 + 85; bloodied 131)

Speed 30 ft.


Proficiency +4; Maneuver DC 18

Damage Immunities poison, psychic; damage from nonmagical, non-adamantine weapons

Condition Immunities charmed , fatigue , frightened , paralyzed , petrified , poisoned

Senses darkvision 120 ft., passive Perception 11

Languages understands the languages of its creator but can’t speak


Immutable Form. The guardian is immune to any effect that would alter its form.

Magic Resistance. The guardian has advantage on saving throws against spells and magical effects.

Constructed Nature. Guardians don’t require air, sustenance, or sleep.

Legendary Resistance (2/Day). If the colossus fails a saving throw , it can choose to succeed instead. When it does so, it crumbles and cracks, losing 20 hit points.

Siege Monster. The colossus deals double damage to objects and structures.


ACTIONS

Multiattack. The guardian attacks twice with its slam.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage. The target makes a DC 18 Strength saving throw , falling prone on a failure.


BONUS ACTIONS

Slow (Recharge 56). The guardian targets one or more creatures within 30 feet. Each target makes a DC 17 Wisdom saving throw . On a failure, the target is slowed for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


LEGENDARY ACTIONS

The colossus can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn. 

Seize. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained , and the colossus can’t seize a different creature.

Fling. The colossus throws one Large or smaller object or creature it is grappling up to 60 feet. The target lands prone and takes 21 (6d6) bludgeoning damage. If the colossus throws the target at another creature, that creature makes a DC 18 Dexterity saving throw , taking the same damage on a failure.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Large or smaller creature, it makes a DC 18 Strength check, falling prone on a failure.

Bolt from the Blue (Costs 2 Actions). If the colossus is outside, it calls a bolt of energy down from the sky, hitting a point on the ground or water within 120 feet. Each creature in a 10-foot-radius, sky-high cylinder centered on that point makes a DC 17 Dexterity saving throw , taking 28 (8d6) lightning damage on a failed save or half damage on a success. The colossus can choose to make the bolt deal fire or radiant damage instead of lightning.

Combat

The stone guardian’s strategy is determined by its programming. Most commonly, it attacks the closest enemy first. It moves to include at least two creatures within range before using Slow. It throws a rock or other object if it can’t reach an enemy on its turn.


Legends and Lore

With an Arcana or Religion check, characters can learn the following:

DC 10 Spellcasters can build guardians, constructs that follow orders mindlessly.

DC 15 All guardians are immune to damage from nonmagical weapons and are resistant to spells. Depending on the material it is made from, a guardian may ignore or even be healed by certain effects. For example, clay guardians are healed by acid; flesh guardians are healed by lightning; and iron guardians are healed by fire. 

DC 20 A damaged guardian may go berserk and no longer function properly.

Description

Stone colossi are mighty animated statues that stand between 20 and 50 feet tall. Most stone colossi were constructed by ancient empires to protect a city, palace, port, mountain pass, or other strategic location from dragons, krakens , invading armies or navies, or other major military threats.

Behavior

1–2 Guarding an area, attacking trespassers on sight

3 Attacks if trespassers touch or damage certain doors or items

4 Berserk; pacing among broken artwork and furniture, attacking anything that moves

5 Patrolling; stops to fix, clean, repair, or reset items

6 Attacks only to defend itself; clears a path in response to certain actions, such as unlocking a door if you say a certain word, stepping off a concealed trap door if you ask it to move, giving you a key if you beat it at chess, etc.

Signs

1 Magic mouth that poses a riddle; the answer deactivates the guardian for 1 minute

2 Several silver necklaces or rings; the guardian ignores creatures that wear this jewelry

3 A bell or gong; ringing it summons the guardian

4 DC 15 Investigation check: a notebook in an ancient language, containing phrases the nearby guardian must obey, such as "attack on sight,” "deactivate." etc.

5 Big round footprints that appear to have walked the same path countless times

6 Distant lumbering footsteps

Encounters

Guardians stand sentinel over treasure in laboratories, temples, or tombs, or do the bidding of their masters in cities and towns.

CR 5–10 clay , shield , or stone guardian ; 1 or 2 flesh guardians ; flesh guardian with bolt-thrower , gargoyle , or 3 zombies

Treasure 4 rare books (200 gp each), spell scrolls of bestow curse , fear , and remove curse

CR 11–16 iron guardian ; stone colossus ; clay or stone guardian with 1 or 2 basilisks , gelatinous cubes , ochre jellies , or walking statues   

Treasure 5 alexandrite gemstones (500 gp each), portable hole , manual of guardians

CR 17–22 2 clay or stone guardians

Treasure 800 gp, 20 rare books (200 gp each), bead of force , spell scrolls of flesh to stone and forbiddance , 2 maul (black iron, inscribed with the name “Black Key”; the first time each day the maul touches a locked door, it casts knock with spell attack bonus +10)

Monster Type Description

Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.