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Living Spell

Living Burning Hands CR: 1

Medium construct , unaligned
Armor Class: 15 (natural armor)
Hit Points: 15 (2d8+6) 2d8+6
Speed: 25 ft , fly: 25 ft , can hover

STR

10 +0

DEX

12 +1

CON

16 +3

INT

3 -4

WIS

6 -2

CHA

6 -2

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: fire
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
Senses: darkvision 60 ft., passive Perception 8
Challenge Rating: 1

Amorphous. The living spell can move through a space as nar­ row as l inch wide without squeezing.   Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.

Actions

Magical Strike. Melee Spell Attack: +5 1d20+5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) 1d6+3 fire damage.   Spell Mimicry (Recharge 5-6) 1d6 . The living spell unleashes a thin sheet offlames in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) 3d6 fire damage on a failed save, or half as much damage on a suc­cessful one.

Living Lightning Bolt CR: 5

Large construct , unaligned
Armor Class: 15 (natural armor)
Hit Points: 57 (6d10+24) 6d10+24
Speed: 25 ft , fly: 25 ft , can hover

STR

10 +0

DEX

15 +2

CON

18 +4

INT

3 -4

WIS

10 +0

CHA

6 -2

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: lightning
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
Senses: darkvision 60 ft., passive Perception 10 
Challenge Rating: 5

Amorphous. The living spell can move through a space as nar­ row as 1 inch wide without squeezing.   Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The living spell makes two Magical Strike attacks.   Magical Strike. Melee Spell Attack: +7 1d20+7 to hit, reach 10 ft., one target. Hit: 21 (5d6+4) 5d6+4 lightning damage.   Spell Mimicry (Recharge 5-6) 1d6 . The living spell unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 28 (8d6) 8d6 lightning damage on a failed save, or halfas much damage on a successful one.

Living Cloudkill CR: 7

Large construct , unaligned
Armor Class: 15 (natural armor)
Hit Points: 73 (7d10+35) 7d10+35
Speed: 25 ft , fly: 25 ft , can hover

STR

10 +0

DEX

15 +2

CON

14 +2

INT

3 -4

WIS

11 +0

CHA

6 -2

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
Senses: darkvision 60 ft., passive Perception 10 
Challenge Rating: 7

Amorphous. The living spell can move through a space as nar­ row as 1 inch wide without squeezing.   Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The living spell makes two Magical Strike attacks.   Magical Strike. Melee Weapon Attack: +8 1d20+8 to hit, reach 10 ft., one target. Hit: 22 (5d6+5) 5d6+5 poison damage.   Spell Mimicry (Recharge 5-6) 1d6 . The living spell creates a 40-foot-diameter sphere offog within 60 feet of it (the fog spreads around corners). When a creature enters the fog for the first time on a turn or starts its turn there, it must make a DC 16 Constitution saving throw, taking 22 (5d8) 5d8 poison damage on a failed save, or half as much damage on a successful one. The fog moves 10 feet away from the living spell at the start of each of its turns, rolling along the ground and through open­ings. The fog lasts for 10 minutes or until the living spell's con­centration ends (as if concentrating on a spell).


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