Colossari (5e Creature)

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Colossari[edit]

Gargantuan celestial, lawful good (50%) or lawful neutral (50%)


Armor Class 23 (natural armor)
Hit Points 700 (40d20 + 280)
Speed 50 ft.


STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 24 (+7) 18 (+4) 20 (+5) 22 (+6)

Saving Throws Str +18, Con +15, Wis +13
Skills Athletics +18, Insight +13, Perception +13
Proficiency Bonus +8
Damage Resistances cold, lightning, necrotic, radiant
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 23
Languages Celestial, Common, telepathy 200 ft.
Challenge 26 (90,000 XP)


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

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

ACTIONS

Multiattack. The colossari makes three Skyhold Strike attacks and uses Mountain Breaker if available.

Skyhold Strike. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 43 (6d10 + 10) force damage. On a hit, the target must succeed on a DC 23 Strength saving throw or be pushed 30 feet away from the colossari and knocked prone.

Special Attack (Recharge 5-6). The colossari uses one of the following special attacks:

Mountain Breaker. The colossari slams the ground or a structure, causing shockwaves. Each creature within 60 feet of the colossari must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 66 (12d10) force damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
Beacon of Light. The colossari emits a wave of radiant energy in a 90-foot cone. Each creature in the cone must make a DC 22 Dexterity saving throw. On a failed save, the creature takes 88 (16d10) radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


LEGENDARY ACTIONS

The colossari can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The colossari regains spent legendary actions at the start of its turn.

Colossal Stride. The Colossari moves up to half its speed without provoking opportunity attacks. This movement can ignore difficult terrain and small obstacles (no larger than 10 feet tall).
Skyhold Strike (Costs 2 Actions). The colossari makes one Skyhold Strike.

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Art by AI generated by Kirinaru

The colossari are towering, humanoid beings standing over forty feet tall. Their forms are sleek and muscular, with silver-hued skin that shimmers faintly in the light. Intricate lines of glowing blue, red, or gold crisscross their bodies like natural runes. Their eyes shine like stars, and a central core of light pulses faintly in their chests, acting as both their heart and the source of their radiant powers.
The colossari hail from the Skyhold Realms, a plane of light and energy that exists in tandem with the Material Plane. They were created in ancient times by celestial entities to defend worlds from titanic threats—aberrations, kaiju, and other colossal beings of destruction. Although once numerous, the colossari are now rare, wandering champions who occasionally descend to mortal realms to uphold balance.
Their existence is bound by a sense of duty, and they live for centuries, often entering deep slumber until the world calls upon them once more.

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