Possessed Pillar 2014
CR 7 construct
Large construct, Unaligned
The possessed pillar doesn’t require air, food, drink, or sleep.
The possessed pillar’s weapon attacks are magical. When the pillar hits with a Slam attack, the Slam deals an extra 2d8 necrotic damage or radiant damage (included in the attack), the pillar’s choice.
While the pillar remains motionless, it is indistinguishable from a statue or a carved column.
The pillar is immune to any spell or effect that would alter its form.
The pillar has advantage on saving throws against spells and other magical effects.
The eldritch magic powering the possessed pillar causes the pillar’s body to produce a minor magnetic field. When a creature hits the pillar with a weapon made of metal, it must succeed on a DC 15 Strength saving throw or the weapon sticks to the pillar. If the creature can’t or won’t let go of the weapon, it is also stuck to the pillar and restrained. A stuck weapon can’t be used. A creature can take its action to remove one metal object from the pillar by succeeding on a DC 15 Strength check. The pillar can release one creature or metal object stuck to it as a bonus action. If the pillar dies, all creatures and metal objects stuck to it are released.
Actions
The possessed pillar makes two Slam attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) necrotic damage or radiant damage (the pillar's choice).
Other versions
Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details