LGtC:Flesh Colossus

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Flesh Colossus
Huge Construct (Daedra), unaligned

Armor Class 15 (natural armor)
Hit Points 246 (17d12 + 136)
Speed 30 ft.

STR AGI END INT WIL PER
23 (+6) 8 (-1) 26 (+8) 6 (-2) 12 (+1) 7 (-2)

Saving Throws Str +12, End +14, Wil +7
Skills Athletics +12, Intimidation +4
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, necrotic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages - (understands Daedric but cannot speak)

Challenge 19 (22,000 XP)Proficiency Bonus +6
Immutable Form The colossus is immune to any spell or effect that would alter its form.


Legendary Resistance (3/Day). If the colossus fails a saving throw, it can choose to succeed instead.

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

Stench. Any creature other than a daedra that starts its turn within 5 feet of the colossus must succeed on a DC 18 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of the flesh colossus for 24 hours.
Actions
Multiattack. The colossus makes two attacks: one with its Slam and one with its Spiked Gauntlet.


Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.

Spiked Gauntlet. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 7 (2d6) piercing damage.

Spew Miasma (Recharge 5-6). The flesh colossus spews a pool of miasma in a 30-foot cube in front of it. Each creature in that area must make a DC 20 Agility saving throw, taking 44 (8d10) acid damage, or half as much on a successful one. A creature that fails this saving throw also contracts a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 16 (3d10) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.
Legendary Actions
The colossus can take 3 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. The colossus regains spent legendary actions at the start of its turn.


Slam. The colossus makes a Slam attack.

Roar (Costs 2 Actions). The colossus lets out a terrible roar. Each creature of the colossus' choice within 30 feet of it that can hear it must succeed on a DC 20 Willpower saving throw or become frightened for until the end of its next turn. The colossus has advantage on attack rolls against any creature it has frightened with this action. On a successful save, a creature is immune to the colossus' roar for 1 hour.

Stumble Forward (Costs 2 Actions). The colossus wildly swings its arms. Each creature within 10 feet of the colossus must succeed on a DC 20 Agility saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The colossus can then move up to its speed.



Found In: Legionnaire's Guide to Cyrodiil