Colossal Apparition (5e Creature)

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Colossal Apparition[edit]

Gargantuan construct, unaligned

Armor Class 12 (natural armour)
Hit Points 50 (4d20 + 8)
Speed 30 ft.

12 (+1) 8 (-1) 14 (+2) 3 (-4) 15 (+2) 12 (+1)

Damage Immunities necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Challenge 1 (200 XP)


Slam. Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 4 (1d6 + 1) bludgeoning and 3 (1d6) acid damage. If the target is a creature of Medium size or smaller, that creature is grappled (escape DC 11), and is considered to be suffocating while grappled in this manner. The apparition deals 2 (1d4) acid damage to each creature it is grappling at the start of each of its turns.

Frightful Presence. Each creature of the colossal apparition's choice that is within 120 feet of the apparition and aware of it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, or automatically succeed if an apparition falls to 0 hit points. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the apparition's Frightful Presence for the next 24 hours.


Formed from ectoplasm and swamp gas, these massive semi-humanoid creatures appear much more menacing than they are. They have a thick skin formed from congealed slime but underneath they are hollow and easy to dissipate. They are rarely created but are usually formed in packs of up to six, and they travel together.
Colossal apparitions have very unpredictable behaviors, and leave chaos where they travel, but are not much of a threat to seasoned adventurers. In fact, many glory-seekers may take on a full pack of colossal apparitions on their own, knowing how weak they actually are, just to appear as a legend to other townsfolk.

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