Illustration Xan Drake

Possessed Pillar

Tome of Beasts
Challenge 7
(2,900 XP)
Robinloft Estimated CR 6
Large construct, unaligned
Armor Class 14 (natural armor)
Hit Points 95 (10d10+40)
Speed 20 ft.
STR
20 (+5)
DEX
8 (-1)
CON
19 (+4)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws
Skills
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
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
Environments
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.

Magic Weapons.

The pillar’s weapon attacks are magical.

Steal Weapons.

The eldritch magic that powers the pillar produces a magnetic power that seizes metal objects that touch it, including metal weapons. When a creature successfully strikes the pillar with a metal melee weapon, the attacker must make a successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to the pillar until the pillar releases it or is destroyed. The saving throw uses the same ability as the attack used. The pillar can release all metal weapons stuck to it whenever it wants. A pillar always drops all weapons stuck to it when it believes it’s no longer threatened. This ability affects armor only during a grapple.

Actions

Multiattack. The pillar makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Possessed Pillar

Not yet described

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