Koloktos (5e Creature)

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Koloktos[edit]

Large construct, lawful evil


Armor Class 17 (natural armor)
Hit Points 190 (20d10 + 80)
Speed 0 ft.


STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 18 (+4) 11 (+0) 13 (+1) 9 (-1)

Saving Throws Str +11, Con +8
Skills Intimidation +3
Proficiency Bonus +4
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 11
Languages Common
Challenge 11 (7,200 XP)


Red Cores. Koloktos has a single red orb placed within the joint of each limb and another in its chest, striking one of these cores bypasses koloktos' damage resistances. A character using a whip or hookshot may make a DC 15 Dexterity check to try and remove one of the cores of Koloktos' arms, a successful check against the core removes it from Koloktos' arm and prevents it from using its Multiattack action. Removing two arms causes Koloktos to fall prone and take double damage from all attacks until the start of its next turn after which it regains both its arms and moves into its second phase.

Second Phase. After having its hit points reduced to 120 or lower or recovering from being knocked prone by its Red Cores feature, Koloktos enters the second stage of its combat. When in the second phase Koloktos' speed increases by 20 feet and a grate covers the core on Koloktos' chest, granting Koloktos a +2 bonus to its AC. The grate can be attacked (AC 20; 80 hit points; immunity to poison and psychic damage). Destroying the grate deals no damage to Koloktos, which removes the AC bonus.

ACTIONS

Multiattack. Koloktos makes two melee attacks.

Great Scimitar. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 30/90 ft., one target. Hit: 12 (1d10 + 7) slashing damage.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.

REACTIONS

Cursed Backup. When Koloktos has one of its cores removed it can use its reaction to summon 1d4 cursed bokoblins in unoccupied spaces it can see within 30 feet of it. The bokoblins act as allies of Koloktos and obey its spoken commands. The bokoblins remain for 1 hour, until Koloktos dies, or until Koloktos dismisses them as a bonus action.

This "Ancient Automaton" defends the Ancient Cistern and eliminates intruders. The cursed energy supply Ghirahim provided to this contraption has given it power far beyond its conventional limits. The red, orb-shaped cores embedded in its torso and arms provide it limited stability and prevent it from falling to pieces.

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