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<title>Pillar of the Lost Magocracy</title>
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<h1>Pillar of the Lost Magocracy</h1>
<p><em>Huge</em> <em>Construct</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 90 (12d12+12)</li>
<li><strong>Speed:</strong> walk 0 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 299</li>
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<thead>
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<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<td>9 (-1)</td>
<td>1 (-5)</td>
<td>13 (+1)</td>
<td>18 (+4)</td>
<td>8 (-1)</td>
<td>13 (+1)</td>
</tr>
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<ul>
<li><strong>Saving Throws</strong>: Con +3, Wis +1</li>
<li><strong>Skills:</strong> arcana +6, history +6</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 9</li>
<li><strong>Languages:</strong> understands Common but can't speak, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Mental Agility:</strong> The pillar uses its Intelligence instead of its Dexterity to determine its place in the initiative order.</li>
<li><strong>Shocking Vengeance:</strong> A creature that touches the pillar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Anger of the Ancient Mage:</strong> 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:<br>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.<br>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.<br>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.<br>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.</li>
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