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<title>Possessed Pillar</title>
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<h1>Possessed Pillar</h1>
<p><em>Large</em> <em>Construct</em> <em>Unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 95 (10d10 + 40)</li>
<li><strong>Speed:</strong> walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 295</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>20 (+5)</td>
<td>8 (-1)</td>
<td>19 (+4)</td>
<td>3 (-4)</td>
<td>11 (+0)</td>
<td>1 (-5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons</li>
<li><strong>Damage Resistances:</strong> False</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 10</li>
<li><strong>Languages:</strong> understands the languages of its creator but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Construct Nature:</strong> The possessed pillar doesn't require air, food, drink, or sleep.</li>
<li><strong>Divine Fists:</strong> 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.</li>
<li><strong>False Appearance:</strong> While the pillar remains motionless, it is indistinguishable from a statue or a carved column.</li>
<li><strong>Immutable Form:</strong> The pillar is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The pillar has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Magnetic Body:</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The possessed pillar makes two Slam attacks.</li>
<li><strong>Slam:</strong> 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).</li>
</ul>
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