monsters construct cr-2-4 Creature Codex

Pillar of the Lost Magocracy

Huge Construct, CR 4. From Creature Codex.

0 0 0
Upload Image

Pillar of the Lost Magocracy

Huge Construct, chaotic neutral

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)
CHA
13 (+1)

Saving Throws Con +3, Wis +1

Skills Arcana +6, History +6

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120 ft., passive Perception 9

Languages understands Common but can't speak, telepathy 120 ft.

Challenge 4 (1,100 XP)

Mental Agility. The pillar uses its Intelligence instead of its Dexterity to determine its place in the initiative order.
Shocking Vengeance. A creature that touches the pillar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.

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.

Reactions

None.


Source: Creature Codex © 2018, Open Design LLC. Used under the Open Gaming License v1.0a.

Content designated as Open Game Content. See our full license page for complete OGL text and Section 15 copyright notices.

Formatted by BubblyBards. Publishers: contact us to claim or transfer this page.

Comments (0)

User-Generated Content: Bubblybards is an independent, fan-run community platform. Content is created by users and we are not responsible for third-party intellectual property. If you believe content violates your copyright, please report it.

D&D 5e SRD Attribution: This site uses content from the D&D 5th Edition Systems Reference Document 5.1 by Wizards of the Coast, available under the CC BY 4.0 license.

Dungeons & Dragons, D&D, and Wizards of the Coast are trademarks of Wizards of the Coast LLC. Bubblybards is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast.