Possessed Pillar

Large construct, Unaligned

Armor Class

14 (natural armor)

Hit Points

95 (10d10+40)

Speed

walk 20 ft.

Damage Immunities

poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Languages

understands the languages of its creator but can't speak

Challenge

7

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.