Gargantuan
Construct
CR 20
Unaligned
Krynthic Colossus
Perambulating Bronze Sentinel
A Krynthic Colossus lumbers like a living bastion of bronze and hammered iron: joints grind with the sound of gear-driven earthquakes, and runes along its chest gutter with an inner blue light when it moves. It is terrifying both for its unstoppable bulk and for the uncanny precision of its strikes—each blow lands with the measured inevitability of falling masonry. Where it walks, masonry cracks and the earth remembers the shape of its steps; where it stands, battle lines shudder and weapons ring hollow.
Armour
20
natural armor (armored plating)
Hit points
341
22d20+110
Speed
40ft
Challenge
20
25,000 XP
STR
30
+10
DEX
10
+0
CON
20
+5
INT
3
-4
WIS
14
+2
CHA
9
-1
Saving throws
STR +16, CON +11, WIS +8
Skills
Athletics +16, Perception +8
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison, psychic
Condition immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., tremorsense 60 ft., passive Perception 18
Languages
understands Common but can't speak
Multiattack. The Colossus makes two Slam attacks and can use Earthfall once if it moves at least 10 feet before attacking.
Slam. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 34 (4d10+10) bludgeoning damage. If the target is a creature Large or smaller, it is grappled (escape DC 24). Until this grapple ends, the target is restrained and the Colossus can't slam another target with that limb.
Earthfall (Recharge 5–6). The Colossus slams both fists into the ground. Each creature in a 40-foot-radius sphere centered on the Colossus must make a DC 24 Strength saving throw, taking 52 (8d10+8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save is knocked prone.
Thunderstep Pulse (Recharge 6). The Colossus releases a concussive pulse. All creatures in a 60-foot cone must succeed on a DC 24 Constitution saving throw or be stunned until the end of their next turn and take 28 (8d6) thunder damage on a failed save, or half damage and not stunned on a success.
Deflecting Carapace. When a creature the Colossus can see hits it with a melee attack, the Colossus reduces the damage by 20 (if the attack would still deal damage, the attacker takes force damage equal to half the reduced amount).
The creature can take 3 legendary actions per round, choosing from the options below.
Stomping Sweep. The Colossus makes one Slam attack.
Gearlash. The Colossus makes a single ranged strike by flinging a jagged metal shard at a target within 120 ft. Ranged Weapon Attack: +10 to hit, range 120/360 ft., one target. Hit: 22 (4d8+4) piercing damage.
Recalibrate (Costs 2 Actions). The Colossus regains 30 hit points or moves up to half its speed without provoking opportunity attacks.
Forged in an age when the artificers of the Calidar Vault sought to bind city-guardians into perpetual motion, a Krynthic Colossus is an artifact of prodigious engineering and stubborn purpose. Early Colossi were tasked to patrol temple precincts and border keeps; their creators argued that such guardians would outlast kings and seasons. Over time, as the Vault's secrets leaked and its patrons fell to feud and plague, a handful of Colossi wandered beyond their stations and became legends—moving monuments whose original orders degraded into cryptic imperatives. Scholars such as Professor Thelran of the Stoneward Archive debate whether the Colossi possess a dim, emergent cognition or a lattice of priority directives so complex they mimic will. The Ironwardens, a guild of relic-hunters, now tracks these behemoths: some Colossi have been taken back to workshops and repurposed, others have been found guarding ruined barrows or marching eternally toward vanished coordinates. Tales say a Colossus once paused at a battlefield for a season, tending the graves of fallen soldiers with its enormous hands before resuming its endless route—an echo of whatever programming still simulates devotion inside its chest.
Imagine a humanoid giant cast from hammered bronze plates and riveted iron ribs, standing taller than a two-story doorway with shoulders as broad as a wagon. Its surface bears annealing marks and shallow ceremonial sigils inlaid with dull copper; fine filigree of arc-etching circles its sternum, where a faintly pulsing crystalline core sits encased in glass and lattice. Limbs are segmented like pistons: exposed gear teeth and chain drives peek from the elbow and knee casings, smeared with oil-dark grime. Its head is a stylized helm with narrow slits of azure light for eyes and a hinged jaw that emits low bell-like tones. Wire filaments and braided metal cords trail from its neck like a mane. Scars from spear and bolt impacts show as crumpled plating; one forearm is capped by a blunt hammer-plate, the other with an articulated grasping hand. Scale: the Colossus should be shown next to a human (about knee-high to the creature) and a stout wooden gate or stone doorway to emphasize its gargantuan bulk. Textures: hammered metal, rivet heads, spiderwebbed etchings, and the soft glass of the heart-crystal.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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