Idolic Deity

Tome of Beasts (Third Party)

Size
Small
Type
construct
Alignment
neutral evil
AC
17 (natural armor)
Hit Points
90 (12d6+48)
Speed
walk 0 ft., fly 30 ft.
Saving Throws
Wis +3
Skills
Deception +8, Stealth +8
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical weapons
Immunities
poison
Vulnerabilities
fire
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft.
Passive Perception
10
Languages
telepathy 60 ft.
Challenge
8
STR
14
+2
DEX
20
+5
CON
18
+4
INT
10
+0
WIS
11
+0
CHA
20
+5

Traits

Stealth in darkness

The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness.

Apostasy Aura

The idolic deity's presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect.

Incorporeal Movement

The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Shadow Stealth

While in dim light or darkness, the idolic deity can take the Hide action as a bonus action.

Actions

Multiattack

The idolic deity uses Seduce the Righteous and makes two slam attacks.

Slam

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage.

Seduce the Righteous

The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle.

Other data

description