Pillar of the Lost Magocracy
Huge Construct, chaotic neutral (CR 4)Armor Class 14 natural armor
Hit Points 90 (12d12+12)
Speed 0 ft.
9 (-1)
1 (-5)
13 (+1)
18 (+4)
8 (-1)
13 (+1)
Skills arcana 6, history 6
Senses darkvision 120 ft., passive Perception 9
Languages understands Common but can't speak, telepathy 120 ft.
Challenge Rating 4
Actions
Anger of the Ancient Mage.
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:
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.
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.
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.
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.
sizeHuge
typeConstruct
group
alignmentchaotic neutral
strength_save
dexterity_save
constitution_save3
intelligence_save
wisdom_save1
charisma_save
perception
damage_vulnerabilities
damage_resistancesbludgeoning, piercing, and slashing from nonmagical attacks
damage_immunitiespoison
condition_immunitiescharmed, exhaustion, frightened, paralyzed, petrified, poisoned
cr4
reactions
legendary_desc
legendary_actions
special_abilitiesname: Mental Agility,desc: The pillar uses its Intelligence instead of its Dexterity to determine its place in the initiative order.,name: Shocking Vengeance,desc: A creature that touches the pillar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.
spell_list
page_no299
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
Find the complete stats on: Open5e
Creature Codex, page no. 299