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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Pillar of the Lost Magocracy/

Pillar of the Lost Magocracy

Pillar of the Lost Magocracy

Huge construct, chaotic neutral
  • Armor Class 14 (natural armor)
  • Hit Points 90 (12d12+12)
  • Speed 0 ft. (immobile)
  • 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 Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • 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.

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