Necrofex Colussus
Gargantuan undead (construst), neutral evil
- Armor Class 22 (natural armor)
- Hit Points 378 (18d20 + 180)
- Speed 60 ft.
STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 30 (+10) 4 (-3) 10 (+0) 5 (-3)
- Saving Throws Con +17, Wis +7
- Skills Intimidation +11
- Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious
- Senses darkvision 120 ft., passive Perception 10
- Languages understands Common but can't speak
- Challenge Challenge 24 (62,000 XP)
Abandon Ship. When the colossus drops to 189 hit points or less (or half hit points or less), four zombies, three ghouls, and one wight emerge from it's hull. They then land safely in any unoccupied space within 20 feet of the colossus.
Crumbling Flesh and Wood. When the colossus drops to 0 hit points, it crumbles as flesh and wood fall, destroying it. Any creature on the ground withing 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage and 22 (4d10) slashing damage on a failed save, or half as much damage on a successful one.
Immutable Form. The colossus is immune to any spell or effect that would alter it's form.
Magic Weapons. The colossus's weapon attacks are magical.
Siege Monster. The colossus deals double damage to objects and structures.
Towering Undead Terror. Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the enemy's next turn. If the enemy's saving throw is successful, it is immune to this colossus's Towering Terror for the next 24 hours.
Actions
Multiattack. The colossus makes three attacks-one with its slam, one with its slam and one with its cannon-and then it uses Stomp.
Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit 36 (5d10 + 8) bludgeoning damage, and the colossus can push the target up to 20 feet away from it.
Rotting Cannon. Ranged Weapon Attack: +15 to hit, reach 200/800 ft., one target. Hit 25 (3d10 + 8) bludgeoning damage and 14 (3d8) necrotic damage, and is the target is a creature it is knocked prone.
Stomp. The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving th row or take 33 (6dl0) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice with in 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).