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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).