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Idolic Deity 2014

CR 8 construct

Small construct, neutral evil


Armor Class
17 (natural armor)
Hit Points
90 (12d6+48)
Speed
fly 30 ft.

STR14 (+2)
DEX20 (+5)
CON18 (+4)
INT10 (+0)
WIS11 (+0)
CHA20 (+5)

Saving Throws
Wisdom +3
Skills
Deception +8, Stealth +8
Vulnerabilities
fire
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
telepathy 60 ft.
Challenge
8 (3,900 XP) · Proficiency Bonus +3

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.

Stealth in darkness.

The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness.

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.

Environments: Caves, Ruins

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details