and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 25 (75,000 XP) Antimagic Field. A colossus constantly generates an antimagic field in spell a 100-foot-radius. The field is an invisible barrier that is impervious to most magical effects, including spells, and magical abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, except for the colossus’s own abilities or possessions. Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form. The golem is immune to any spell or effect that would alter its form. Immunity to Magic. A golem is immune to spells or magical abilities that directly affect it. Certain spells and effects function differently against it, as noted below. • An adamantine colossus is not affected by rust attacks, such as those of a rust monster. Legendary Resistance (3/Day). If the golem fails a saving throw, he can choose to succeed instead. Magic Weapons. The colossus’s weapon attacks are considered magical artifacts.
ACTIONS LEGENDARY ACTIONS
Multiattack. The colossus makes two sword attacks and one The colossus can take 3 legendary actions, choosing from the stamp. options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The colossus Stamp. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. regains spent legendary actions at the start of its turn. Hit: 36 (6d8 + 9) bludgeoning damage. Attack. The colossus makes one slam attack. Sword. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Move. The colossus moves up to half speed without provoking attacks of opportunity. Hit: 42 (6d10 + 9) slashing damage. Stomp (Costs 2 actions). The colossus stomps on the ground, creating an earth tremor that extends in a 30-foot radius. Other Poison Breath (Recharge 6). The golem exhales poisonous gas in a creatures standing on the ground in that radius must succeed on a 30-foot cone. Each creature in that area must make a DC 23 DC 25 Dexterity saving throw or fall prone. Constitution saving throw, taking 90 (20d8) poison damage on a failed save, or half as much damage on a successful one.