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Possessed Pillar

Large · Construct · CR 7 · Unaligned

Source. Tome of Beasts
Armor Class
14 (natural armor)
Hit Points and Hit Dice
95 (10d10+40)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
8
-1
CON
19
+4
INT
3
-4
WIS
11
+0
CHA
1
-5

Overview

Category Monsters
Size Large
Type Construct
Alignment Unaligned
XP 2900
Initiative Bonus -1

Movement

Walk 20 ft (6.1 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 10

Languages

understands the languages of its creator but can't speak

Resistances & Immunities

Damage Immunities
poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Environments

Desert Urban

Traits

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.

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.

Actions

Multiattack

The pillar makes two slam attacks.

Slam

+8 to hit, reach 5 ft (1.5 m). Hit: 3d8 bludgeoning damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

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

When using Possessed Pillar in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Possessed Pillar

2 strategies available

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

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

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

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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