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5ead/monsters/md/tome_of_beasts_2023/possessedpillar-tob1-2023.md
2025-06-07 07:58:30 -05:00

2.3 KiB
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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 cant 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).