Void Colossus
Gargantuan aberration, chaotic evil
The void colossus is one of the largest and most destructive creatures to have emerged from the Void fractures. It is a towering, vaguely humanoid shape composed of solidified darkness --- not shadow, but actual condensed Void matter, so dense that light bends around it. It stands sixty feet tall, featureless except for a cluster of pale, unblinking eyes where a face should be and hands that end in blade-like appendages of crystallised nothing. A void colossus does not simply attack a settlement. It *unmakes* it. Where it walks, reality thins. Walls crumble not from impact but from the structural laws of physics weakening in its presence. A colossus is not an assault --- it is a natural disaster.
Armor Class:18 (natural armor)
Hit Points:310 (20d20 + 100)
Speed:40 ft
Challenge:CR 17
STR
26 (+8)
DEX
8 (-1)
CON
20 (+5)
INT
6 (-2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws:STR +14, CON +11, WIS +8, CHA +10
Damage Resistances:Cold, fire, lightning, thunder
Damage Immunities:Necrotic, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunities:Charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses:Truesight 120 ft, tremorsense 60 ft, passive Perception 12
Fear Check:DC 20 Wisdom save when first encountered. Failure by 10+ triggers Short-Term Madness.
Traits
Legendary Resistance (3/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The colossus has advantage on saving throws against spells and magical effects.
Siege Monster. The colossus deals double damage to objects and structures.
Reality Erosion Aura. The fabric of reality weakens within 30 feet of the colossus. Spell ranges are halved within this area. Concentration checks are made at disadvantage. Nonmagical objects not held or worn by a creature take 7 (2d6) force damage at the start of each of the colossus's turns. This aura cannot be suppressed.
Immutable Form. The colossus is immune to any spell or effect that would alter its form.
Actions
Multiattack. The colossus makes two slam attacks.
Slam. Melee: +14 to hit, reach 15 ft. Hit: 24 (3d10 + 8) bludgeoning damage plus 9 (2d8) force damage. If the target is a creature, it must succeed on a DC 22 STR save or be knocked prone.
Void Beam (Recharge 5-6). The colossus fires a beam of concentrated Void energy in a 120-foot line that is 10 feet wide. Each creature in the line must make a DC 19 DEX save, taking 55 (10d10) force damage on a failure, or half on a success. Nonmagical objects in the path are disintegrated. The ground along the beam becomes a void trail (see Entropy Worm) for 7 days.
Stomp. Melee: +14 to hit, reach 5 ft, one Large or smaller creature. Hit: 30 (4d10 + 8) bludgeoning damage. The target must succeed on a DC 22 DEX save or be knocked prone and pinned (restrained). A pinned creature can escape by using its action to make a DC 22 STR check.
Detect. The colossus makes a Perception check.
Slam. The colossus makes one slam attack.
Void Pulse (Costs 2). Each creature within 20 feet must succeed on a DC 19 CON save or take 14 (4d6) necrotic damage and have its speed reduced to 0 until the end of its next turn. On a success, half damage and speed is not reduced.
Unravel Magic (Costs 3). The colossus targets one creature it can see within 60 feet that is affected by one or more spells. For each spell affecting the target, the colossus makes a check (1d20 + 10) against DC 10 + the spell's tier. On a success, the spell ends. For each spell ended, the target takes 5 (1d10) psychic damage.