Scrap Colossus

Large construct, neutral evil


Armor Class
19 (natural armor)
Hit Points
184 (16d10+96)
Speed
30 ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (0) 23 (+6) 8 (-1) 8 (-1) 1 (-5)

Damage Vulnerabilities
piercing
Condition Immunities
charmed, exhaustion, blinded, restrained, poisoned, frightened
Damage Resistances
lightning, slashing
Damage Immunities
psychic, poison
Senses
darkvision 60 ft., passive Perception 9
Languages
understands Common and Goblin, but cannot speak
Challenge
10 (5,900 XP)
Proficiency Bonus
+4

Goblin Magnetism. The scrap colossus may use a bonus action to push or pull a friendly goblinoid within 60 feet of them by 10 feet in a straight line.

Prototype Hardware. When the scrap colossus falls below 50 HP, it becomes irreparably damaged and confused. It loses control and starts targeting the closest creature to it, regardless of if that creature is friend or foe. If there are several creatures the same distance from it, it alternates clockwise, attacking a new creature each turn.

Mechanical Legs. The scrap colossus ignores difficult terrain.

Cover Ground. The scrap colossus may use a bonus action to push off with its powerful mechanical legs and jump up to 40 feet across the ground, at a height of 10 feet in the air.

Many Metal Limbs. The scrap colossus doesn’t suffer from reduced movement speed when grappling a Medium or smaller creature.

Actions

Multiattack. The scrap colossus makes two melee attacks with its scrap metal claws, two melee attacks with its spike ejectors, and one with its sparktail with disadvantage.

Scrap Metal Claws. Melee Weapon Attack +10 to hit, reach 5ft., one target. Hit: 11 (1d10+6) bludgeoning damage.

Spike Ejectors. Melee Weapon Attack +10 to hit, reach 5ft., one target. Hit: 13 (2d6+6) piercing damage.

Sparktail. Melee Weapon Attack +10 to hit, reach 10ft., one target. Hit: 13 (2d6+6) bludgeoning damage. The sparktail releases a wave of energy from the concussive force of striking a target. All creatures in a 10 foot cone behind the target must make a DC 18 Dexterity saving throw. All impacted creatures take 3d6 lightning damage on a failed save or half as much on a successful one.

Bulldoze. The scrap colossus makes a grapple check against a Medium or smaller creature. On a success, the scrap colossus uses the Dash action, carrying the creature along with it. On each subsequent turn, the scrap colossus must use the Dash action to move in a straight line while they have the creature grappled. Using an action other than Dash ends this ability. The scrap colossus continues this charge until they come in contact with an object, such as a tree, boulder, or building, where they slam the grappled target into it. The target takes 2d8 bludgeoning damage per Dash that was used during this ability. Once the collision takes place, the creature is no longer grappled. Any other Large or smaller creature in the path of a Dash is pushed aside by 10 feet. A Huge or larger creature stops the scrap colossus in its tracks.