Monster
Sacred Statue
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Construct
- Size
- Large
- Armor class
- 19 (natural armor)
- Hit points
- 95 (10d10 + 40)
- Speed
- Walk 25 ft.
- Strength
- 19
- Dexterity
- 8
- Constitution
- 19
- Intelligence
- 14
- Wisdom
- 19
- Charisma
- 16
- Passive Perception
- 14
- Saving Throws
- wis: +8
- Senses
- darkvision 60 ft.
- Languages
- the languages the eidolon knew in life
- Resistances
- acid, fire, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- cold, necrotic, poison
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Traits
False Appearance
If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the statue move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the statue isn't an object.
Ghostly Inhabitant
The eidolon that enters the statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.
Inert
Without an eidolon inside, the statue is an object.
Unusual Nature
The statue doesn't require air, food, drink, or sleep.
Actions
Multiattack
The statue makes two Slam or Rock attacks.
Slam
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.
Rock
Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.