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Pillar of the Lost Magocracy

Huge · Construct · CR 4 · Chaotic Neutral

Source. Creature Codex
Armor Class
14 (natural armor)
Hit Points and Hit Dice
90 (12d12+12)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
9
-1
DEX
1
-5
CON
13
+1
INT
18
+4
WIS
8
-1
CHA
13
+1

Overview

Category Monsters
Size Huge
Type Construct
Alignment Chaotic Neutral
XP 1100
Initiative Bonus -5

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 9

Saving Throws

Constitution +3 Wisdom +1

Skills

Arcana +6 History +6

Languages

understands Common but can't speak, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Traits

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:
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.

About Pillar of the Lost Magocracy

Pillar of the Lost Magocracy is a huge construct with a Challenge Rating of 4. It has a chaotic neutral alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 90 hit points (derived from 12d12+12).

Pillar of the Lost Magocracy has communication capabilities including understands Common but can't speak, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Pillar of the Lost Magocracy

1 tips available

When using Pillar of the Lost Magocracy in your D&D 5e campaign, consider these tactical approaches:

  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Pillar of the Lost Magocracy

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Pillar of the Lost Magocracy?
Pillar of the Lost Magocracy has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Pillar of the Lost Magocracy?
Pillar of the Lost Magocracy is a Huge Construct, which affects how certain spells and abilities interact with it.
What languages does Pillar of the Lost Magocracy speak?
Pillar of the Lost Magocracy can communicate in understands Common but can't speak, telepathy 120 ft..

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