We are getting there!
1) For the collossal trait, here's a slight change in language for the attack routine.
"Additionally, when a medium creature is hit by an attack, any adjacent creature is subject to the same attack, using the same attack result."
2) You have dream larva in the language here and there.
3) I like the sacrificial parry idea. Its really strong but tends to consume limbs over time, and you made regeneration fairly weak for limbs so realistically you are burning a resource you are not getting back in the same fight. I like it.
4) You have two entries for reactions, one in the reactive sections and one in the multiple heads section.
5) If you are still working on a monster and want to do more work before I comment, just keep using your WIP tag. I don't comment on those creatures.
6) On area attacks. Ok I went engineer nerd for a second, and did some napkin math. Basically going, okay take the surface area of the monster as a big block, remove the bottom, cut the area to a 4th (we are assuming the limbs are really packed near the middle of the body), and then looked at how much surface area would be between the heads, and how much could a big area actually affect? Again its very basic, I didn't get super detailed, but the heads are pretty darn far apart in that model. So based on my numbers, here is a very simple way to translate into game mechanics that is at least reasonable to scale.
Multiple Limbs: An area effect can target 1 limb for every 10 foot of radius.
Now at bigger radiuses this starts to break down, but it simple and I think that's more important. But yeah you are not reasonably going to get 3-4 limbs with a fireball like some players would naturally try to do, the heads are much more spread out on such a crazy large creature. If you do go that route, it means a meteor swarm would destroy 16 of the limbs (4x 40 foot hits), so you can decide how much you want a 9th level spell to be factor wise.
1) For the collossal trait, here's a slight change in language for the attack routine.
"Additionally, when a medium creature is hit by an attack, any adjacent creature is subject to the same attack, using the same attack result."
2) You have dream larva in the language here and there.
3) I like the sacrificial parry idea. Its really strong but tends to consume limbs over time, and you made regeneration fairly weak for limbs so realistically you are burning a resource you are not getting back in the same fight. I like it.
4) You have two entries for reactions, one in the reactive sections and one in the multiple heads section.
5) If you are still working on a monster and want to do more work before I comment, just keep using your WIP tag. I don't comment on those creatures.
6) On area attacks. Ok I went engineer nerd for a second, and did some napkin math. Basically going, okay take the surface area of the monster as a big block, remove the bottom, cut the area to a 4th (we are assuming the limbs are really packed near the middle of the body), and then looked at how much surface area would be between the heads, and how much could a big area actually affect? Again its very basic, I didn't get super detailed, but the heads are pretty darn far apart in that model. So based on my numbers, here is a very simple way to translate into game mechanics that is at least reasonable to scale.
Multiple Limbs: An area effect can target 1 limb for every 10 foot of radius.
Now at bigger radiuses this starts to break down, but it simple and I think that's more important. But yeah you are not reasonably going to get 3-4 limbs with a fireball like some players would naturally try to do, the heads are much more spread out on such a crazy large creature. If you do go that route, it means a meteor swarm would destroy 16 of the limbs (4x 40 foot hits), so you can decide how much you want a 9th level spell to be factor wise.