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Possessed Pillar (Tome of Beasts 2023)

Size
Large
Type
Construct
Challenge Rating
7
Source
Tome of Beasts 2023
Alignment
Unaligned
Armor Class
14
Speeds
20
Walking Speed
20
Strength Score
20
Dexterity Score
8
Constitution Score
19
Intelligence Score
3
Wisdom Score
11
Charisma Score
1
Vision
Darkvision (120ft)
Languages Ref
understands the languages of its creator but can’t speak
Hit Points
95
Condition Immunities
Charmed, Exhaustion 1, Frightened, Paralyzed, Petrified, Poisoned
Resistances
Immune to Poison Damage, Immune to Psychic Damage, Immune to Non-Magical Damage

Large construct, Unaligned


Armor Class 14 (natural armor)

Hit Points 95 (10d10 + 40)

Speed 20 ft.


STR
20 (+5)
DEX
8 (−1)
CON
19 (+4)
INT
3 (−4)
WIS
11 (+0)
CHA
1 (−5)

Damage Vulnerabilities False

Damage Resistances False

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons

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

Challenge 7 (2,900 XP)

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).

Description

False

Stat block from Tome of Beasts 2023 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. 2023 Open Design LLC. All rights reserved. It is not Geminaea material. See Legal.