Pillar of the Lost Magocracy

Huge Construct, chaotic neutral (CR 4)

Armor Class 14 natural armor

Hit Points 90 (12d12+12)🎲

Speed 0 ft.


STR

9 (-1)

DEX

1 (-5)

CON

13 (+1)

INT

18 (+4)

WIS

8 (-1)

CHR

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:

  1. 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.

  2. 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.

  3. 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.

  4. 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
Other formats: JSON

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