21 (natural armor)
350 (20d20+140)
walk 60 ft.
Str +16, Con +14
Athletics +16, Perception +7
fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks
charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious
darkvision 120 ft.
understands Common and Celestial but can't speak
23
When the colossus drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage and 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Whenever the colossus is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
The colossus is immune to any spell or effect that would alter its form.
The colossus's weapon attacks are magical.
The colossus deals double damage to objects and structures.
The colossus of Akros makes two melee attacks.
Melee or Ranged Weapon Attack: +16 to hit, reach 15 ft., or range 200/600 ft., one target. Hit: 23 (4d6 + 9) piercing damage, or 27 (4d8 + 9) piercing damage if used with two hands to make a melee attack. If the colossus makes a ranged attack with this spear, the spear magically returns to its hand after the attack.
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) slashing damage.
Magical flames issue from the colossus toward up to three creatures the colossus can see within 90 feet of it. Each target must make a DC 24 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also magically catches fire for 1 minute. At the end of each of its turns thereafter, the burning target repeats the saving throw. It takes 18 (4d8) fire damage on a failed save, and the effect ends on a successful one.