Possessed Pillar — fantasy monster illustration. Possessed Pillar is a large construct (Challenge Rating 7).

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Possessed Pillar

Large Construct, unaligned

AC
14
HP
95
Speed
20
CR
7

This ancient animal-headed pillar is engraved with weathered symbols from ancient empires.
Animal Headed. Possessed pillars are carved from enormous blocks of stone to look like animal-headed gods of ancient pantheons, or sometimes demonic figures of zealous cults. The most common are the jackal-faced and the ibis-headed variants, but pillars with baboon, crocodile, elephant, or hawk heads also exist.
Hijacked by Cults. Some such pillars are claimed by various cults, and carved anew with blasphemous symbols or smeared with blood, oils, and unguents as sacrificial offerings.
Weapon Donations. Priests claim the weapons stolen by the pillars and distribute them to temple guards or sell them to fund temple activities.
Constructed Nature. A possessed pillar doesn’t require air, food, drink, or sleep.


Armor Class 14 (natural armor)

Hit Points 95 (10d10+40)

Speed 20 ft.


STR
20 (+5)
DEX
8 (-1)
CON
19 (+4)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons

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


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.

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Possessed Pillar — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022