Pillar of the Lost Magocracy

Huge Construct, chaotic neutral. CR 4, AC 14, 90 HP. Traits: Mental Agility, Shocking Vengeance.

Armor class
14
Hit points
90
Challenge
4
Creature type
Construct
Size
Huge
Alignment
chaotic neutral

Stat block

Cha
13
Con
13
Dex
1
Int
18
Str
9
Wis
8
Speed
Walk: 0
Senses
darkvision 120 ft., passive Perception 9
Skills
Arcana: 6; History: 6
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.
Languages
understands Common but can't speak, telepathy 120 ft.
Saving throws
Wisdom: 1; Constitution: 3
Damage immunities
poison
Special abilities
  • 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.
Damage resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Source and licence

From Creature Codex.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.