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
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.