
Original generation · R21 Media Group
Saltbound Colossus
Huge construct, unaligned
The deepest galleries of the Saltspire Salt Mine were cut by something the company will not name in writing. A saltbound colossus is mine tailings and whale bone packed around a binding, and it does not stop working when the shift ends, or when the mine closes, or when the binder dies. What it does to a living thing it takes hold of is the reason the lower galleries were sealed rather than emptied.
Armor Class 17 (natural armor)
Hit Points 237 (19d12 + 114)
Speed 30 ft.
- STR
- 24 (+7)
- DEX
- 8 (-1)
- CON
- 22 (+6)
- INT
- 3 (-4)
- WIS
- 11 (+0)
- CHA
- 1 (-5)
Saving Throws Con +11, Str +12
Skills Athletics +12
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its binder but can't speak
Challenge 13
Traits
Desiccating Grasp. At the start of the colossus's turn, each creature grappled by it must make a DC 19 Constitution saving throw. On a failed save the creature gains one level of exhaustion as the salt draws the water out of it. A creature that fails by 5 or more is instead reduced to a salt husk — petrified — until freed by a greater restoration spell or comparable magic.
Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.
Immutable Form. The colossus is immune to any spell or effect that would alter its form.
Magic Weapons. The colossus's weapon attacks are magical.
Actions
Multiattack. The colossus makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. If the target is Large or smaller it is grappled (escape DC 19). The colossus has two arms, each of which can grapple only one creature.
Salt Squall (Recharge 5–6). The colossus drives a cone of salt 30 feet from itself. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save it takes 27 (6d8) slashing damage and is blinded until the end of the colossus's next turn. On a successful save it takes half as much damage and is not blinded.
Legendary Actions
The colossus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The colossus regains spent legendary actions at the start of its turn.
Slam. The colossus makes one slam attack.
Grind (Costs 2 Actions). Each creature grappled by the colossus takes 14 (4d6) bludgeoning damage as the salt crust closes.
Salt Wake. The colossus moves up to half its speed. Each creature that comes within 5 feet of it during this movement must succeed on a DC 19 Constitution saving throw or take 7 (2d6) necrotic damage.