Pillar of the Lost Magocracy
Huge Construct chaotic neutral
- Armor Class: 14 (natural armor)
- Hit Points: 90 (12d12+12)
- Speed: walk 0 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: Creature Codex, page 299
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 9 (-1) |
1 (-5) |
13 (+1) |
18 (+4) |
8 (-1) |
13 (+1) |
- Saving Throws: Con +3, Wis +1
- Skills: arcana +6, history +6
- Damage Immunities: poison
- Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 120 ft., passive Perception 9
- Languages: understands Common but can't speak, telepathy 120 ft.
Special Abilities
- Mental Agility: The pillar uses its Intelligence instead of its Dexterity to determine its place in the initiative order.
- Shocking Vengeance: A creature that touches the pillar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.
Actions
- Anger of the Ancient Mage: The pillar of lost magocracy unleashes a random magical attack on a target or area within 120 feet. Roll a d4 to determine the effect:
1. Mutant Plants. Grasping tendrils of alien vegetation sprout from the ground in a 20-foot radius centered on a point the pillar can see within 120 feet. The area becomes difficult terrain, and each creature in the area must succeed on a DC 14 Strength saving throw or become restrained. Treat as an entangle spell, except it only lasts for 2d4 rounds.
2. Acid Rain. Corrosive acid falls from the sky centered on a point the pillar can see within 120 feet. Each creature in a 20-foot-radius, 40-foot-high cylinder must make a DC 14 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one.
3. Noxious Cloud. The pillar creates a 20-foot-radius sphere of reddish, stinging mist centered on a point it can see within 120 feet. The area is heavily obscured, and each creature inside the cloud at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (3d8) poison damage and is blinded until the start of its next turn. On a success, the creature takes half the damage and isn't blinded. The cloud lasts for 1d4 rounds.
4. Shrinking Ray. A bright green ray strikes a single creature within 120 feet. The creature must succeed on a DC 14 Constitution saving throw or be shrunk to half its size. Treat as an enlarge/reduce spell, except it lasts for 2d4 rounds.
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