Dam Colossus
Huge construct, lawful neutral
The great dam keeps a face above its spillway, and the face sometimes opens its eyes. A dam colossus is the dam's answer to thieves, pirates, and spring floods alike: it holds the whole reservoir in cupped hands, and it chooses when to let go.
Armor Class 17 (dam-face stone and sluice iron)
Hit Points 189 (18d12 + 72)
Speed 30 ft.
- STR
- 19 (+4)
- DEX
- 7 (-2)
- CON
- 19 (+4)
- INT
- 6 (-2)
- WIS
- 12 (+1)
- CHA
- 8 (-1)
Saving Throws Con +7, Str +7
Skills Athletics +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 11
Languages understands Common and Terran but cannot speak
Challenge 8
Traits
Immutable Form. The colossus is immune to any spell or effect that would alter its form.
Siege Monster. The colossus deals double damage to objects and structures.
Colossus Stand (1/Day). If the colossus is reduced to 0 hit points, it is instead reduced to 1 hit point as it braces its feet in the dam wall. This trait does not function if the damage that would reduce it to 0 is dealt by a critical hit that cracks its keystone.
Actions
Multiattack. The colossus makes two stomp attacks.
Stomp. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 26 (4d10 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Release the Water (Recharge 5–6). The colossus opens its sluice-hands and looses the held reservoir in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) bludgeoning damage and being pushed 20 feet away on a failed save, or half as much damage and no push on a successful one.





