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Sacred Statue

Large construct, as the eidolon's alignment

Armor Class 19 (natural armor)

Hit Points 95 (10d10 + 40)

Speed 25 ft.

STR 19 (+4)
DEX 8 (-1)
CON 19 (+4)
INT 14 (+2)
WIS 19 (+4)
CHA 16 (+3)

Saving Throws WIS +8

Damage Resistances acid, fire, lightning, [object Object]

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 14

Languages the languages the {@creature eidolon|MPMM} knew in life

Challenge

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.

Source

Mordenkainen Presents: Monsters of the Multiverse, p. 114