# 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).