Possessed Pillar
Large Construct Unaligned
- Armor Class: 14 (natural armor)
- Hit Points: 95 (10d10 + 40)
- Speed: walk 20 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: Tome of Beasts 2023, page 295
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
8 (-1) |
19 (+4) |
3 (-4) |
11 (+0) |
1 (-5) |
- Skills:
- Damage Vulnerabilities: False
- Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Damage Resistances: False
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 120 ft., passive Perception 10
- Languages: understands the languages of its creator but can’t speak
Special Abilities
- Construct Nature: The possessed pillar doesn't require air, food, drink, or sleep.
- Divine Fists: The possessed pillar's weapon attacks are magical. When the pillar hits with a Slam attack, the Slam deals an extra 2d8 necrotic damage or radiant damage (included in the attack), the pillar's choice.
- False Appearance: While the pillar remains motionless, it is indistinguishable from a statue or a carved column.
- Immutable Form: The pillar is immune to any spell or effect that would alter its form.
- Magic Resistance: The pillar has advantage on saving throws against spells and other magical effects.
- Magnetic Body: The eldritch magic powering the possessed pillar causes the pillar's body to produce a minor magnetic field. When a creature hits the pillar with a weapon made of metal, it must succeed on a DC 15 Strength saving throw or the weapon sticks to the pillar. If the creature can't or won't let go of the weapon, it is also stuck to the pillar and restrained. A stuck weapon can't be used. A creature can take its action to remove one metal object from the pillar by succeeding on a DC 15 Strength check. The pillar can release one creature or metal object stuck to it as a bonus action. If the pillar dies, all creatures and metal objects stuck to it are released.
Actions
- Multiattack: The possessed pillar makes two Slam attacks.
- Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) necrotic damage or radiant damage (the pillar's choice).
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