The Shadow Colossus
Rumored to once have been a creature of the material plane,
this monstrosity was long ago banished to the Plane of
Shadow where - instead of falling prey to the many
monstrous beings that call this realm their home - it only
grew in power. As word spread of a monstrous beast
destroying all in its wake, gaining twisted new powers and
traits thanks to its environment's influence, it gained a new
name - the Shadow Colossus.
Haivng seemingly embraced the darkness of the Plane of
Shadow, the Colossus is known to prefer deep, dark caves
and only comes from its depths to hunt when its food stores
grow scarce.
Corrupted Power There are those that would seek to
capture or enslave the Shadow Colossus to tap into the
immense dark energy it has absorbed as a power source for
magic rituals and inventions. The power within this creature
is corrupt, however, and fouls everything it touches.
Manifestion of Darkness The Shadow Colossus
manifests the evil and darkness it was born from in all of its
surroundings. This is increasingly evident when it makes a
lair on a plane other than its own.
Lair Actions On initiative count 20 (losing initiative ties),
the Shadow Colossus takes a lair action to cause one of the
following effects; the Shadow Colossus can’t use the same
effect two rounds in a row.
Each shadow in the lair becomes corporeal and lashes out
at any creature other than the Shadow Colossus within 10
feet of it. The target must make a DC 15 dexterity saving
throw, taking 15 (3d10) bludgeoning damage on a failed Artist credit: Cze & Peku
save or half as much on a successful one.
Magical darkness spreads from a point the Shadow
Colossus chooses within 60 feet of it, filling a 20-foot-
radius sphere until the Shadow Colossus dismisses it,
uses the lair action again, or dies.
The Shadow Colossus calls forth 4 (2d4) Wraiths from
the shadows to come to its aid. Any wraiths summoned in
this manner dissipate into the ether if the Shadow
Colossus dies.
Regional Effects The Shadow Colossus's lair is warped in
any of the following ways by the creature’s dark presence:
The land within 6 miles of the lair are fouled. No edible
plant life or fauna can be found and water is not potable.
Fog lightly obscures the land within 6 miles of the lair.
Shadows stretch eerily and twist into unnatural shapes
within 1 mile of the lair.
If the Shadow Colossus is destroyed, these regional effects
end after 7 (2d6) days.
Monster stats written by Daniel Gonzales. Art by Cze & Peku.
Artist credit: Cze & Peku
Shadow Colossus Actions
Gargantuan monstrosity, neutral evil
Multiattack. The shadow colossus makes five attacks:
Armor Class 18 four with its claws and one with its tail.
Hit Points 368 (21d20+147) Claws. Melee Weapon Attack: +12 to hit, reach 10 ft.,
Speed 40 ft. one target. Hit 12 (2d6+5) slashing damage and 5
(1d10) necrotic damage.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
target. Hit 19 (4d6+5) piercing damage and 9 (2d8)
21 (+5) 14 (+2) 25 (+7) 7 (-2) 19 (+4) 15 (+2) necrotic damage.
Saving Throws Str +12, Con +14, Wis +11 Shadow Sphere (Recharge 5-6). The shadow colossus
Skills Athletics +12, Perception +11, Stealth +16 fires a concentrated sphere of necrotic energy from its
Damage Vulnerability radiant maw at a point it can see within 120 ft. of it. Each
Damage Resistances acid, cold, fire, lightning, thunder, creature in a 20 foot radius must make a DC 20
bludgeoning, piercing, and slashing damage from Dexterity saving throw, taking 105 (30d6) necrotic
nonmagical attacks damage on a failed save, or half as much damage on a
Damage Immunity necrotic, poison successful one.
Condition Immunity frightened, poisoned
Senses darkvision 120 ft., passive Perception 21 Legendary Actions
Languages -
Challenge 22 (41,000 XP) The shadow colossus can take 3 legendary actions,
choosing from the options below. Only one legendary
action can be used at a time and only at the end of
Aura of Annihilation. Any creature that starts its turn
another creature's turn. The shadow colossus regains
within 30 feet of the shadow colossus must succeed
spent legendary actions at the start of its turn.
on a DC 20 Constitution saving throw or take 14 (4d6)
necrotic damage and grant the colossus advantage on Attack. The shadow colossus makes one claw or tail
attack rolls against the affected creature until the start attack.
of the creature's next turn.
Stomp. The shadow colossus stomps its massive feet,
Shadow Sight. The shadow colossus can see normally in causing tremors in the ground around it. Any creature
darkness, both magical and nonmagical, to a distance of within 30 feet of the creature must make a DC 20
120 feet. Strength saving throw or be knocked prone.
Siege Monster. The shadow colossus deals double Shadow Step (Costs 2 Actions). The shadow colossus
damage to objects and structures. teleports to an unoccupied space it can see within 60
feet of its current location.
Legendary Resistance (3/day). If the shadow colossus
fails a saving throw, it can choose to succeed instead.
Sunlight Sensitivity. While in sunlight, the shadow
colossus has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Monster stats written by Daniel Gonzales. Art by Cze & Peku.