Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Languages
understands the languages of its creator but can't speak
Resistances & Immunities
Traits
Construct Nature
The possessed pillar doesn’t require air, food, drink, or sleep.
Divine Fists
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.
False Appearance
While the pillar remains motionless, it is indistinguishable from a statue or a carved column.
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.
Magnetic Body
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
Multiattack
The possessed pillar makes two Slam attacks.
Slam
+8 to hit, reach 5 ft (1.5 m). Hit: 2d8+5 plus 2d8 radiant damage.
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).
About Possessed Pillar
Possessed Pillar is a large construct with a Challenge Rating of 7. It has a unaligned alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 95 hit points (derived from 10d10 + 40).
Possessed Pillar has communication capabilities including understands the languages of its creator but can't speak. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Possessed Pillar
2 tips available
GM Tips: Using Possessed Pillar
When using Possessed Pillar in your D&D 5e campaign, consider these tactical approaches:
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Significant Threat: Challenging for parties of levels 5-10
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Epic Potential: Consider legendary actions for memorable battles
Player Guide: Facing Possessed Pillar
2 strategies available
Player Guide: Facing Possessed Pillar
When your party encounters this creature, keep these strategies in mind:
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Significant Threat: Prepare spells and resources
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Team Coordination: Coordinate attacks and defenses
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 7.
Solo Encounter:
A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 5,600 XP
- Hard: 8,400 XP
- Deadly: 11,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Possessed Pillar?
- Possessed Pillar has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
- What type of creature is Possessed Pillar?
- Possessed Pillar is a Large Construct, which affects how certain spells and abilities interact with it.
- What languages does Possessed Pillar speak?
- Possessed Pillar can communicate in understands the languages of its creator but can't speak.
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