17 (natural armor)
396 (18d20 + 180)
0 ft.
Str +14, Con +16
Athletics +14
acid, bludgeoning, piercing and slashing damage from nonmagical weapons
thunder
poison
charmed, exhaustion, frightened, paralyzed, poisoned, prone, restrained, unconscious
tremorsense 240 ft., darkvision 120 ft.
Terran
21
The magnetic field surrounding the colossus slightly bends the weave of magic around it, granting it advantage on saving throws against spells and other magical effects.
The colossus can burrow through nonmagical, unworked earth and stone. While doing so, the colossus doesn't disturb the material it moves through.
The colossus deals double damage to objects and structures.
By morphing, the arms of the colossus can reach out to incredible distances. For every sixty feet, that is between the base of the colossus and its target, its attacks lose 1 die of damage to a minimum of 2.
The colossus emits its own magnetic field to a radius of 240 feet. If a creature that is wearing or carrying metal equipment enters this space or begins its turn there, they must make a DC 14 Strength saving throw. On a failure, they are drawn 30 feet closer to the base of the colossus. A creature who fails this saving throw may choose to drop the worn or carried items to automatically succeed on this check instead. If a creature hits the base of the colossus after failing this saving throw, they are restrained and must succeed a DC 14 Strength saving throw in order to escape.
The bound colossus has four arms. Each arm can be attacked (AC 17; 30 hit points; vulnerability to thunder damage). Destroying an arm deals 15 damage to the colossus. The colossus can construct a new arm by using an action to pull one out of its body but it must have a free arm to do so.
The Bound Colossus makes as many slam or earthen grasp attacks as it has remaining arms.
Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 26 (5d6+8) bludgeoning damage.
The colossus reaches through the ground and reaches for one creature within 5 feet of its hand. The target must succeed on a contested grapple check. On a failed check, the target takes 26 (5d6+8) bludgeoning damage and is restrained. On subsequent turns, the colossus can attempt to crush a restrained target, which must make a DC 22 Strength saving throw. The target takes 26 (5d6+8) on a failed save, or half as much damage on a successful one. A restrained target can use their action to attempt to escape by making another contested grapple check and succeeding.
The Bound 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 Bound Colossus regains spent legendary actions at the start of its turn.
The colossus makes one slam attack.
The colossus emits a sudden magnetic pulse (see Magnetism).
The colossus regrows one of the arms it has lost; it doesn't need a free arm in order to do so.