Pillar Of The Lost Magocracy

Huge construct, Chaotic Neutral

Armor Class

14 (natural armor)

Hit Points

90 (12d12+12)

Speed

walk 0 ft.

Saves

Con +3, Wis +1

Skills

Arcana +6, History +6

Damage Resistances

bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Languages

Understands Common but can't speak, telepathy 120 ft.

Challenge

4

Mental Agility

The pillar uses its Intelligence instead of its Dexterity to determine its place in the initiative order.

Shocking Vengeance

A creature that touches the pillar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.

Actions

Anger of the Ancient Mage

The pillar of lost magocracy unleashes a random magical attack on a target or area within 120 feet. Roll a d4 to determine the effect. d4 | Attack | Effect 1 | Mutant Plants | Grasping tendrils of alien vegetation sprout from the ground in a 20-foot radius centered on a point the pillar can see within 120 feet. The area becomes difficult terrain, and each creature in the area must succeed on a DC 14 Strength saving throw or become restrained. Treat as an entangle spell, except it only lasts for 2d4 rounds. 2 | Acid Rain | Corrosive acid falls from the sky centered on a point the pillar can see within 120 feet. Each creature in a 20-foot-radius, 40-foot-high cylinder must make a DC 14 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one. 3 | Noxious Cloud | The pillar creates a 20-foot-radius sphere of reddish, stinging mist centered on a point it can see within 120 feet. The area is heavily obscured, and each creature inside the cloud at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (3d8) poison damage and is blinded until the start of its next turn. On a success, the creature takes half the damage and isn't blinded. The cloud lasts for 1d4 rounds. 4 | Shrinking Ray | A bright green ray strikes a single creature within 120 feet. The creature must succeed on a DC 14 Constitution saving throw or be shrunk to half its size. Treat as an enlarge/reduce spell, except it lasts for 2d4 rounds.