Eavaros Codex

Diregraf Colossus

NPC Campaign 1 · The Skyfire Chronicles

A hundred-foot giant stitched from hundreds of corpses, which the Fatemakers fought on the ice of the Burg.

The Diregraf Colossus is a gruesome creation: a giant over a hundred feet tall, formed from hundreds of corpses pressed into a human shape. Making one takes powerful necromancy, the most arcane alchemy and unspeakable blood sacrifice. Once animated it obeys its creator, but it is almost mindless, and every movement it makes brings destruction and death.

It fights by slamming foes aside, hurling corpses that rise as zombies a round later, and stomping enemies into the ground. It regenerates unless it's burned or struck with radiant power, and wounding it with blades sprays rotted flesh into the attacker's eyes. It makes its lair on ice, and can shake the frozen sheet until holes open onto the freezing water below.

The Fatemakers fought a Diregraf Colossus on the ice of The Burg during campaign 1.

It was summoned by the arch gelugon Agmath in one of the small cities along The Burg.

Diregraf Colossus

Gargantuan construct, neutral evil


Armor Class
23 (natural armor)
Hit Points
450 (20d20 + 240)
Speed
60 ft.

Ability scores
STRDEXCONINTWISCHA
30 (+10)11 (+0)30 (+10)2 (−4)11 (+0)8 (−1)

Saving Throws
Str +17, Con +17, Wis +7
Damage Immunities
necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned
Senses
truesight 150 ft., passive Perception 8
Languages
understands Common but can't speak
Challenge
23 (50,000 XP) · Proficiency Bonus +7

Immutable Form. Immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day). If it fails a saving throw, it can choose to succeed instead.

Magic Resistance. Advantage on saving throws against spells and other magical effects.

Siege Monster. Double damage to objects and structures.

Regeneration. Regains 50 hp at the start of its turn unless it took radiant or fire damage this round.

Towering Terror. An enemy that starts its turn within 30 ft. must succeed on a DC 23 Wisdom save or be frightened until the start of its next turn; on a success it is immune for 24 hours.

Corpses to Zombies. One round after each Corpse Toss, a zombie forms from the thrown corpse.

Actions

Multiattack. One Slam, one Corpse Toss, then Stomp.

Slam. Melee +18, reach 20 ft., 29 (3d12 + 10) bludgeoning, and it can push the target up to 20 ft.

Corpse Toss. Ranged spell attack +18, range 300 ft., 18 (4d8) force, and a creature is knocked prone.

Stomp. 20-ft-radius, 20-ft-high cylinder within 20 ft.: DC 26 Dex save or 25 (4d10) bludgeoning, prone and restrained until it stomps again or moves; a creature (or an ally within 5 ft.) can use an action for a DC 26 Strength check to escape to a space within 5 ft. of the colossus. Structures and unattended nonmagical objects in the area take the same damage.

Legendary Actions

Meat Spray. When damaged by piercing or slashing damage, rotted flesh sprays the attacker: DC 20 Athletics or Acrobatics or blinded until the end of its next turn.

Lair Actions

Its lair is the ice sheet it walks on. On initiative count 20 it shakes the ground and opens three 10-ft-radius holes through the ice; a creature that falls through takes 3d8 cold damage and can use its reaction to crawl out, otherwise it takes 3d8 cold damage each round it starts in the icy water.

Relations

Located in
The Burg

Connections 9

Diregraf ColossusThe BurgJarren's Outpo…The Xinsi Empi…The DottenlandAgmathThe FatemakersSquirtPhantom flavou…Braggum
Typed relations are solid, body mentions dashed; the outer ring is two steps away. See it in the full graph →
Connections as a list

Mentioned in 2

NPCs

Places

↑↓ choose · Enter open · Esc close · Full-text search