Image Credit. Card artwork for "Bone Colossus" from Elder Scrolls Legends, ©ZeniMax Media Inc.
Skeletal Colossus
One of the foulest creatures ever born of magic, the skeletal colossus is a walking testament to the evil that exists in the world. Fueled by a dark spirit, this terrible amalgamation of corpses and black magic stalks the darkness carrying out it's master's orders.
Originally created as a way for a necromancer to kill off his rivals, the secret of how to create this creature soon found it's way to many dark corners of the world. While the monster's size and giant fists certainly pose a threat to the unprepared adventurer, the colossus's main danger is it's ability to absorb other skeletons around it, whether animate or not adding their strength to it's own. This makes it an effective tool against anyone trying to create an army of the undead, or the deadly centerpiece of ones own similar army.
Dark Creation
To create a Skeletal Colossus is a task that only the darkest mages would perform. First a tribute of souls must be made to entice a spirit of evil to the material planes and the spirit is bound to a cage of bones. Finally, a dark ritual is performed, binding the spirits to the bones, awakening the colossus and binding it to it's master's will.
Skeletal Colossus
Large construct, unaligned
- Armor Class 14 (natural armor)
- Hit Points 76 (8d10 + 32)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 19 (+4) 6 (-2) 9 (-1) 5 (-3)
- Saving Throws Str +7, Con +7
- Skills Athletics +7
- Damage Resistances necrotic
- Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 9
- Languages understands the languages of it creator but can't speak
- Challenge 7 (2,900 XP)
Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.
Magic Weapons. The colossus's weapon attacks are considered magical for the purpose of overcoming resistance and immunity.
Bone Armor. If the colossus has any amount of absorbed skeletons, it has vulnerability to bludgeoning damage and can't take more than 26 damage at a time.
If the colossus has 5 to 14 absorbed skeletons, it becomes Huge, gains a +2 bonus to it's Strength, Constitution, and AC, and its attacks deal 2d10 damage.
If it has at least 15 absorbed skeletons, it becomes Gargantuan, gains another +2 bonus to Strength, Constitution and AC, and it's attacks deal 2d12 damage.
The changes to constitution from this ability, do not affect either the colossus's maximum or current hit points.
Actions
Multiattack. The colossus makes two slam attacks then uses its Absorb Skeletons if able. Alternatively, the Colossus can make 1d4 bone barrage attacks.
Slam (0-4 Skeletons Absorbed). Melee Weapon Attack: +7 to hit, 5 ft, one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Slam (5-14 Skeletons Absorbed). Melee Weapon Attack: +8 to hit, 10 ft, one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Slam (15-20 Skeletons Absorbed). Melee Weapon Attack: +9 to hit, 10 ft, one target. Hit: 19 (2d12 + 6) bludgeoning damage.
Bone Barrage. Ranged Weapon Attack: +5 to hit, 60/180 ft., one target. Hit: 16 (4d6 + 2) bludgeoning damage. Hit or Miss, the colossus loses 13 temporary hit points. If it has no temporary hit points, it can't use this attack.
Absorb Skeleton (Recharge 5-6). The colossus absorbs all skeletons within 5 feet of it, gaining 13 temporary hit points for each (or increases the temporary hit points it has if it already has them from this feature).
The colossus can have a maximum of 20 absorbed skeletons at once and for every 13 points of damage the colossus receives, it loses 1 absorbed skeleton. Lost skeletons can't be reabsorbed.