Possessed Pillar
Tome of Beasts (Third Party)
- Size
- Large
- Type
- construct
- Alignment
- unaligned
- AC
- 14 (natural armor)
- Hit Points
- 95 (10d10+40)
- Speed
- walk 20 ft.
- Immunities
- poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses
- darkvision 120 ft.
- Passive Perception
- 10
- Languages
- understands the languages of its creator but can't speak
- Challenge
- 7
- Lineage
- Pillar
Traits
Immutable Form
The pillar is immune to any spell or effect that would alter its form.
Magic Resistance
The pillar has advantage on saving throws against spells and other magical effects.
Magic Weapons
The pillar's weapon attacks are magical.
Steal Weapons
The eldritch magic that powers the pillar produces a magnetic power that seizes metal objects that touch it, including metal weapons. When a creature successfully strikes the pillar with a metal melee weapon, the attacker must make a successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to the pillar until the pillar releases it or is destroyed. The saving throw uses the same ability as the attack used. The pillar can release all metal weapons stuck to it whenever it wants. A pillar always drops all weapons stuck to it when it believes it's no longer threatened. This ability affects armor only during a grapple.
False Appearance
While the pillar remains motionless, it is indistinguishable from a statue or a carved column.
Actions
Multiattack
The pillar makes two slam attacks.
Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.