Expanded Living Spells

by Sonixerse

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Expanded Living Spells

Living Spells

Living spells are a unique type of construct that are essentially concentrations of magical energy given sentience. These constructs can be created through a variety of means. Their most common cause of their creation are sites of wild magic or raw eldritch energy, such as spellstorms or planar rifts..

Arcane Catastrophes

Living spells are also known to be an unfortunate side effect of many arcane catastrophes as well. These entities have been known to be created by a magical artifacts or the destruction of a wizard's tower or similar structure that contains large amounts of concentrated energy. Even after such an event has passed or faded, living spells have been known to patrol and haunt the remains of such of disaster.

Artificial Creation

Finally, some living spells are actually the intentional creation of very skilled arcanists. The process of creating a living spell is an extremely tedious and expensive endeavor as it requires a lot of arcane energy to get the spell to the point where it stabilize its form without requiring the aid of an caster.

Expensive Endeavor

Because of this, many sentient spells tend to be lower level spells that require less magical aether to maintain its forms. However, some particularly powerful mages have manage to create sentient version of much rarer magics, some of whose very existence can pose a very dire threat depending on the intentions of its creator.

Living Spell Tactics

Although living spells can be considered sentient to some degree, they possess an extremely limited intelligence. Once they come in to existence, living spells tend to primarily lurk around sites of ambient arcane energy. By staying in a close vicinity to these locations, these spells are able to prevent their forms from slowly dissipating. However, large magical disturbances or events have been known to draw the presence of living spells.

Magical Affinity

In general, living spells tend to be indifferent towards living creatures but will attack those with magical items as they are drawn to its magical aura. However, living spells that are bound to a creator are a much different encounter. Spells bound in this manner are ideal guardians that tirelessly patrols the grounds of its master.

Instinctual Fighters

In combat, living spells employ relatively simple and straight forward tactics. If possible, they typically direct their attacks in the largest concentration of enemies. If their opponent is intent on keeping themselves separated, the spell will primarily target those who hurt it the most.

Adventurer Tactics

Despite their simple tactics, living spells can still be quite dangerous and it is highly recommended that adventurers do not bunch together or get trapped within the space of the living spell as many of these constructs are living incarnations of spells. It is also important to keep the spell's attention divided among its opponents as even the smallest of spells can quickly kill a creature in a matter of seconds.


Living Burning Hands

Medium Construct, unaligned


  • Armor Class 14(Natural Armor)
  • Hit Points 15 (2d8+6)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 3 (-4) 11 (+0) 16 (+3)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Fire
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +2
  • Challenge 1 (200 xp)

Amorphous Form The Living Burning Hands can move through a space as narrow as 1 inch without squeezing. The Living Burning Hands can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Burning Hands starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Arcane Sense The Living Burning Hands can pinpoint the presence of a magical effect within 120ft. of it.

Flaming Body Creatures that first enters or starts its turn in the burning hand's space or hits it with a melee weapon attack while within 5ft. of it take 4(1d6) fire damage.

Living Spell The Living Burning Hands does not need to eat, drink, or sleep

Magic Resistance The Living Burning Hands has advantage on saving throws against spells and magical effect

Self Destruct When the Living Burning Hands is reduced to 0 hitpoints, creatures within 10ft. of it must succeed a DC 13 Dexterity saving throw or take 11(3d6) fire damage

Actions

Blazing Strike. Melee Spell Attack: +5 to hit, 5ft., one target. Hit: 14 (3d6+3) fire damage

Burning Hands(Recharge 5-6) The Living Burning Hands can cast a 1st level Burning Hands.


Living Magic Missile

Medium Construct, unaligned


  • Armor Class 14(Natural Armor)
  • Hit Points 15 (2d8+6)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 3 (-4) 11 (+0) 16 (+3)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Force
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +2
  • Challenge 1 (200 xp)

Amorphous Form The Living Magic Missiles can move through a space as narrow as 1 inch without squeezing. The Living Magic Missiles can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Magic Missiles starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Arcane Sense The Living Magic Missiles can pinpoint the presence of a magical effect within 120ft. of it.

Living Spell The Living Magic Missiles does not need to eat, drink, or sleep

Magic Resistance The Living Magic Missiles has advantage on saving throws against spells and magical effects

Self Destruct When the Living Magic Missiles is reduced to 0 hitpoints, it can cast Magic Missiles at 1st level. Each bolt randomly targets creatures with range.

Actions

Missile. One creature in 90ft. takes 4 (1d4+1) force damage. If the target uses shield, it takes no damage.

Magic Missiles(Recharge 5-6) The Living Magic Missiles can cast a 1st level Magic Missiles.

Reactions

Rampant Missile When the Living Magic Missiles takes damage, it can use its reaction to make a Missile attack against a creature in range.


Living Faerie Fire

Huge Construct, unaligned


  • Armor Class 14(Natural Armor)
  • Hit Points 19 (2d12+6)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 3 (-4) 11 (+0) 16 (+3)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Fire
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +2
  • Challenge 2 (450 xp)

Amorphous Form The Living Faerie Fire can move through a space as narrow as 1 inch without squeezing. The Living Faerie Fire can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Faerie Fire starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Arcane Sense The Living Faerie Fire can pinpoint the presence of a magical effect within 120ft. of it.

Blazing Form Creatures within the Living Faerie Fire's space must treat the area as the Faerie Fire spell.

Faerie Flame When the Living Faerie Fire deals damage to a creature under the effect of the Faerie Fire spell, it takes an additional 9(2d8) psychic damage.

Living Spell The Living Faerie Fire does not need to eat, drink, or sleep

Magic Resistance The Living Faerie Fire has advantage on saving throws against spells and magical effects

Spellcasting DC

The Living Faerie Fire has a spell save DC is 13 and has a +5 to hit on spell attacks

Actions

Faerie Flame. Melee Spell Attack: +5 to hit, all creatures within 5ft., one target. Hit: 8(1d8+3) fire damage + 5(1d8) psychic damage

Faerie Fire(Recharge 5-6) The Living Faerie Fire can cast a 1st level Faerie Fire spell.


Living Moonbeam

Huge Construct, unaligned


  • Armor Class 14(Natural Armor)
  • Hit Points 38 (4d12+12)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 3 (-4) 11 (+0) 16 (+3)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Radiant
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +2 Challenge 3 (700 xp)

Arcane Sense The Living Moonbeam can pinpoint the presence of a magical effect within 120ft. of it.

Amorphous Form The Living Moonbeam can move through a space as narrow as 1 inch without squeezing. The Living Moonbeam can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Moonbeam starts its turn in an Antimagic Field, it takes 10 damage.

This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Lunar Form Creatures within the Living Moonbeam's space must treat the area as the Moonbeam spell.

Living Spell The Living Moonbeam does not need to eat, drink, or sleep

Magic Resistance The Living Moonbeam has advantage on saving throws against spells and magical effects

Spellcasting DC

The Living Moonbeam has a spell save DC is 13 and has a +5 to hit on spell attacks

Actions

Multiattack The Living Moonbeam can make two moon blasts on its turn.

Moon Blast. Melee Spell Attack: +5 to hit, all creatures within 5ft., one target. Hit: 14(2d10+3) radiant damage. This attack has advantage against shapechangers. On a hit, a shapechanger instantly reverts to its normal form until the end of its next turn.

Moonbeam(Recharge 5-6) The Living Moonbeam can cast a 2nd level Moonbeam spell.



Living Darkness

Huge Construct, unaligned


  • Armor Class 14(Natural Armor)
  • Hit Points 38 (4d12+12)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 3 (-4) 11 (+0) 16 (+3)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Necrotic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +2
  • Challenge 3 (700 xp)

Amorphous Form The Living Darkness can move through a space as narrow as 1 inch without squeezing. The Living Darkness can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Darkness starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Umbral Form Creatures within the Living Darkness's space must treat the area as the Darkness spell

Shadow Stalker While in darkness, the Living Darkness is invisible to creatures that rely on vision to see it.

Living Spell The Living Darkness does not need to eat, drink, or sleep

Magic Resistance The Living Darkness has advantage on saving throws against spells and magical effects

Self Destruct When the Living Darkness is reduced to 0 hitpoints, it can cast Darkness centered on itself whichnlasts for 1 minute.

Actions

Umbral Touch. Melee Spell Attack: +5 to hit, all creatures within 5ft., one target. Hit: 8(1d8+3) necrotic damage + 5(1d8) psychic damage

Darkness(Recharge 5-6) The Living Darkness can cast a 2nd level Darkness spell.

Bonus Actions

Shadow Stealth While in darkness, the Living Darkness can use its bonus action to hide

Reactions

Shadow Shield While in darkness, the Living Darkness can use its reaction to take half damage.



Living Fireball

Huge Construct, unaligned


  • Armor Class 16(Natural Armor)
  • Hit Points 63 (6d12+24)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 3 (-4) 11 (+0) 18 (+4)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Fire
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +3
  • Challenge 6 (2300 xp)

Amorphous Form The Living Fireball can move through a space as narrow as 1 inch without squeezing. The Living Fireball can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Fireball starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Flaming Body Creatures that first enters or starts its turn in the Living Fireball's space or hits it with a melee weapon attack while within 5ft. of it take 7(2d6) fire damage.

Living Spell The Living Fireball does not need to eat, drink, or sleep

Magic Resistance The Living Fireball has advantage on saving throws against spells and magical effects

Self Destruct When the Living Fireball is reduced to 0 hitpoints, it can cast Fireball centered on itself.

Spellcasting DC

The Living Fireball has a spell save DC is 15 and has a +7 to hit on spell attacks

Actions

Multiattack The Living Fireball can make two attacks in any combination using its Fiery Jaws or Fire Blasts.

Fiery Jaws. Melee Spell Attack: +7 to hit, 5ft., all targets in 5ft. range target. Hit: 18 (4d6+4) fire damage

Fire Blast. Ranged Spell Attack: +7 to hit, 150ft., one target. Hit: 18 (4d6+4) fire damage

Fireball(Recharge 5-6) The Living Fireball can cast a 3rd level Fireball



Living Lightning Bolt

Huge Construct, unaligned


  • Armor Class 16(Natural Armor)
  • Hit Points 63 (6d12+24)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 3 (-4) 11 (+0) 18 (+4)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Lightning
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +3
  • Challenge 6 (2300 xp)

Amorphous Form The Living Lightning Bolt can move through a space as narrow as 1 inch without squeezing. The Living Lightning Bolt can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Lightning Bolt starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Charged Body Creatures that first enters or starts its turn in the Living Lightning Bolt's space or hits it with a melee weapon attack while within 5ft. of it take 7(2d6) lightning damage.

Living Spell The Living Lightning Bolt does not need to eat, drink, or sleep

Magic Resistance The Living Lightning Bolt has advantage on saving throws against spells and magical effects

Self Destruct When the Living Lightning Bolt is reduced to 0 hitpoints, creatures within 20ft. of it must succeed a DC 15 Dexterity saving throw or take 28 (8d6) lightning damage and half as much on a success.

Spellcasting DC

The Living Lightning Bolt has a spell save DC is 15 and has a +7 to hit on spell attacks

Actions

Multiattack The Living Lightning Bolt can make two attacks in any combination using its Stormy Jaws or Lightning Strike.

Stormy Jaws. Melee Spell Attack: +7 to hit, 5ft., all targets in 5ft. range target. Hit: 18 (4d6+4) lightning damage

Lightning Strike. Ranged Spell Attack: +7 to hit, 150ft., one target. Hit: 18 (4d6+4) lightning damage

Lightning Bolt(Recharge 5-6) The Living Lightning Bolt can cast a 3rd level Lightning Bolt


Living Animate Dead

Medium Construct, unaligned


  • Armor Class 16(Natural Armor)
  • Hit Points 51 (6d8+24)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 3 (-4) 11 (+0) 18 (+4)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Necrotic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +3
  • Challenge 5 (1800 xp)

Animation If a creature is killed by the Living Animate Dead, it returns to life as a zombie or skeleton after 1 minute. These undead are fully under the control of the animate dead. The animate dead can control up to 6 undead in this manner at a time.

Amorphous Form The Living Animate Dead can move through a space as narrow as 1 inch without squeezing. The Living Animate Dead can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Animate Dead starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Living Spell The Living Animate Dead does not need to eat, drink, or sleep

Magic Resistance The Living Animate Dead has advantage on saving throws against spells and magical effects

Actions

Multiattack The Living Animate Dead can make two attacks on its turn with its necrotic touch

Necrotic Touch. Melee Spell Attack: +6 to hit, 5ft., one target. Hit: 18 (3d8+4) necrotic damage.


Living Spirit Guardians

Huge Construct, unaligned


  • Armor Class 16(Natural Armor)
  • Hit Points 63 (6d12+24)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 3 (-4) 11 (+0) 18 (+4)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Radiant, Necrotic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +3
  • Challenge 5 (1800 xp)

Amorphous Form The Living Spirit Guardians can move through a space as narrow as 1 inch without squeezing. The Living Spirit Guardians can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Spirit Guardians starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Living Spell The Living Spirit Guardians does not need to eat, drink, or sleep

Magic Resistance The Living Spirit Guardians has advantage on saving throws against spells and magical effects

Spiritual Form Creatures that first enters or starts its turn in the Living Spirit Guardian's space, it must treat the area as if were under the effects of Spirit Guardians.

Spellcasting DC

The Living Spirit Guardians has a spell save DC is 15 and has a +7 to hit on spell attacks

Actions

Multiattack The Living Spirit Guardians can make two attacks on its turn: one with its Radiant Strikes and one with its Necrotic Strikes

Radiant Strikes. Melee Spell Attack: +7 to hit, 5ft., all targets in 5ft. of thee target. Hit: 18 (3d8+4) radiant damage. On a hit, the target's movement speed is halved until the start of its next turn

Necrotic Strikes. Melee Spell Attack: +7 to hit, 5ft., all targets in 5ft. rang ofe target. Hit: 18 (3d8+4) necrotic damage. On a hit, the target's movement speed is halved until the start of its next turn



Living Blight

Medium Construct, unaligned


  • Armor Class 16(Natural Armor)
  • Hit Points 68 (8d8+32)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 3 (-4) 11 (+0) 18 (+4)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Necrotic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +3
  • Challenge 5 (1800 xp)

Amorphous Form The Living Blight can move through a space as narrow as 1 inch without squeezing. The Living Blight can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Blight starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Blighted Magic The Living Blight can deal maximum damage instead of rolling to plants. Plants also have disadvantage on saving throws against its Blighted Touch

Blighted Demise When the Living Blight is reduced to 0 hitpoints, all creatures within 30ft. must make a saving throw against the effects of the Blight spell.

Living Spell The Living Blight does not need to eat, drink, or sleep

Magic Resistance The Living Blight has advantage on saving throws against spells and magical effects

Spellcasting DC

The Living Blight has a spell save DC is 15 and has a +7 to hit on spell attacks

Actions

Blight The Living Blight can cast Blight against a creature it can see within range.



Living Storm Sphere

Huge Construct, unaligned


  • Armor Class 16(Natural Armor)
  • Hit Points 84 (8d12+32)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 3 (-4) 11 (+0) 18 (+4)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Lightning
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +3
  • Challenge 8 (3900 xp)

Amorphous Form The Living Storm Sphere can move through a space as narrow as 1 inch without squeezing. The Living Storm Sphere can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Storm Sphere starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Living Storm Creatures within the storm sphere's space must treat it as difficult terrain. While in this area, creatures have disadvantage on Wisdom (Perception) checks.

Stormy Body Creatures that first enters or starts its turn in the Living Storm Sphere's space or hits it with a melee weapon attack while within 5ft. of it take 7(2d6) bludgeoning damage.

Living Spell The Living Storm Sphere does not need to eat, drink, or sleep

Magic Resistance The Living Storm Sphere has advantage on saving throws against spells and magical effects

Self Destruct When the Living Storm Sphere is reduced to 0 hitpoints, creatures within 60ft. of it must succeed a DC 15 Dexterity saving throw or take 14(4d6) lightning damage

Spellcasting DC

The Living Storm Sphere has a spell save DC is 15 and has a +7 to hit on spell attacks

Actions

Multiattack The Living Storm Sphere can make two Storm Burst attacks

Storm Burst. Ranged Spell Attack: +7 to hit, 60ft., one target. Hit: 18 (4d6+4) lightning damage. This attack has advantage against creatures in its space



Living Gravity Sinkhole

Huge Construct, unaligned


  • Armor Class 16(Natural Armor)
  • Hit Points 84 (8d12+32)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 3 (-4) 11 (+0) 18 (+4)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Force
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +3
  • Challenge 8 (3900 xp)

Amorphous Form The Living Gravity Sinkhole can move through a space as narrow as 1 inch without squeezing. The Living Gravity Sinkhole can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Gravity Sinkhole starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Gravitational Pull Creatures that first enters or starts its turn in the Living Gravity Sinkhole's space or hits it with a melee weapon attack while within 5ft. of it take 11(2d10) force damage.

Event Horizon If the creature ends its turn within 5ft. of the Living Gravity Sinkhole must succeed a DC 15 Strength saving throw. On a failed saving throw, it is pulled 20ft. towards the Gravity Sinkhole

Living Spell The Living Gravity Sinkhole does not need to eat, drink, or sleep

Magic Resistance The Living Gravity Sinkhole has advantage on saving throws against spells and magical effects

Self Destruct When the Living Gravity Sinkhole is reduced to 0 hitpoints, it can cast a 4th level Gravity Sinkhole, centered on its self

Spellcasting DC

The Living Gravity Sinkhole has a spell save DC is 15 and has a +7 to hit on spell attacks

Actions

Multiattack The Living Gravity Sinkhole can make two attacks with its Gravitational Pull

Gravitational Pull Ranged Spell Attack: +7 to hit, 120ft., one target. Hit: 21 (3d10+4) force damage. On a hit, the target must succeed a DC 15 Strength saving throw or be pulled 20ft. towards the Gravity Sinkhole

Gravity Sinkhole(Recharge 5-6) The Living Gravity Sinkhole can cast Gravity Sinkhole at 4th level.



Living Vitreolic Sphere

Huge Construct, unaligned


  • Armor Class 16(Natural Armor)
  • Hit Points 84 (8d12+32)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 3 (-4) 11 (+0) 18 (+4)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Lightning
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +3
  • Challenge 8 (3900 xp)

Amorphous Form The Living Vitreolic Sphere can move through a space as narrow as 1 inch without squeezing. The Living Vitreolic Sphere can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Vitreolic Sphere starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Vitreolic Body Creatures that first enters or starts its turn in the Living Vitreolic Sphere's space or hits it with a melee weapon attack while within 5ft. of it take 7(3d4) acid damage.

If the creature ends its turn in this area, it takes an additional 7(3d4) acid damage as well

Living Spell The Living Vitreolic Sphere does not need to eat, drink, or sleep

Magic Resistance The Living Vitreolic Sphere has advantage on saving throws against spells and magical effects

Self Destruct When the Living Vitreolic Sphere is reduced to 0 hitpoints, it can cast a 4th level Vitreolic Sphere, centered on its self

Spellcasting DC

The Living Vitreolic Sphere has a spell save DC is 15 and has a +7 to hit on spell attacks

Actions

Multiattack The Living Vitreolic Sphere can make two attacks in any combination using its Vitreolic Jaws or Acidic Blast.

Vitreolic Jaws. Melee Spell Attack: +7 to hit, 5ft., one target. Hit: 16 (5d4+4) acid damage. On a hit, the target takes an additional 12(5d4) acid damage at the end of its next turn unless it uses its action to remove the acid

Acidic Blast. Ranged Spell Attack: +7 to hit, 5ft., one target. Hit: 16 (5d4+4) acid damage. On a hit, the target takes an additional 12(5d4) acid damage at the end of its next turn unless it uses its action to remove the acid

Vitreolic Sphere(Recharge 5-6) The Living Vitreolic Sphere can cast Vitreolic Sphere at 4th level.



Living Bigby's Hand

Huge Construct, unaligned


  • Armor Class 20(Natural Armor)
  • Hit Points 115 (10d12+50)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 20 (+5) 3 (-4) 11 (+0) 20 (+5)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Lightning
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +4
  • Challenge 11 (7200 xp)

Anti-Magic Susceptibility If the Living Bigby's Hand starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Interpose Creatures of the Living Bigby's Hand's choice gain the benefits of half cover. Additionally, the area within 5ft of the Bigby's Hand's space is considered difficult terrain for creature's of the Bigby's Hand's choice.

Living Spell The Living Bigby's Hand does not need to eat, drink, or sleep

Magic Resistance The Living Bigby's Hand has advantage on saving throws against spells and magical effects

Actions

Multiattack The Living Bigby's Hand can make two attacks in any combination using its Clenched Fist, Fling, or Grasping Hand.

Clenched Fist. Melee Spell Attack: +12 to hit, 5ft., one target. Hit: 26 (4d8+8) force damage.

Grasping Hand. Melee Spell Attack: +12 to hit, 5ft., one target. Hit: 15 (2d6+8) force damage. Upon a hit, a Huge or smaller creature is grappled(escape DC 20). Medium and smaller creature have disadvantage on this save. For the duration of the grapple, the Bigby's Hand cannot make an melee attack against another creature but can use its bonus action to make another Grasping Hand attack against the target.

Fling One Large or smaller object held or creature grappled by the Living Bigby's Hand is thrown up to 120 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.



Living Cloudkill

Huge Construct, unaligned


  • Armor Class 17(Natural Armor)
  • Hit Points 115 (10d12+50)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 20 (+5) 3 (-4) 11 (+0) 20 (+5)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic,
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +4
  • Challenge 10 (5900 xp)

Amorphous Form The Living Cloudkill can move through a space as narrow as 1 inch without squeezing. The Living Cloudkill can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Cloudkill starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Cloudy Form The Living Cloudkill's space is considered to be heavily obscured.

Endless Smog The Living Cloudkill has advantage on attack rolls against creatures in its space.

Poison Smog Creatures that first enters or starts its turn in the Living Cloudkill's space or hits it with a melee weapon attack while within 5ft. of it takes 9(2d8) poison damage and half as much on a success.

Living Spell The Living Cloudkill does not need to eat, drink, or sleep

Magic Resistance The Living Cloudkill has advantage on saving throws against spells and magical effects

Self Destruct When the Living Cloudkill is reduced to 0 hitpoints, it can cast a 5th level Cloudkill, centerd on its self. When casted in this manner, the cloud remains stationary and lasts for 1 minute

Spellcasting DC

The Living Cloudkill has a spell save DC is 17 and has a +9 to hit on spell attacks

Actions

Multiattack The Living Cloudkill can make two attacks with its Poison Smog

Poison Smog. Melee Spell Attack: +9 to hit, 5ft., all targets in range. Hit: 28 (5d8+5) poison damage.



Living Maelstrom

Gargantuan Construct, unaligned


  • Armor Class 17(Natural Armor)
  • Hit Points 155 (10d20+50)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 20 (+5) 3 (-4) 11 (+0) 20 (+5)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +4
  • Challenge 11 (7200 xp)

Amorphous Form The Living Maelstrom can move through a space as narrow as 1 inch without squeezing. The Living Maelstrom can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Maelstrom starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Battering Waves Creatures that starts its turn in the Living Maelstrom's space take 21(6d6) bludgeoning damage

Churning Tides Creatures that first enters or starts its turn within the Maelstrom's space must treat this area as difficult terrain

Magical Attacks The Living Maelstrom's attacks count as magical for the purposes of overcoming resistance or immunity.

Undercurrent Creatures that first starts its turn within the Maelstrom's space succeed a DC 17 Strength saving throw or be pulled 10ft. towards the center of the Maelstrom's space.

Living Spell The Living Maelstrom does not need to eat, drink, or sleep

Magic Resistance The Living Maelstrom has advantage on saving throws against spells and magical effects

Spellcasting DC

The Living Maelstrom has a spell save DC is 17 and has a +9 to hit on spell attacks

Actions

Multiattack The Living Maelstrom can make two attacks with any combination of its Torrent Cannon of Hydro Lash

Hydro Lash. Melee Spell Attack: +9 to hit, 10ft., one target. Hit: 26 (6d6+5) bludgeoning damage. On a hit, the target must succeed a DC 17 Strength saving throw or be pulled 10ft. towards the Living Maelstrom

Torrent Cannon. Ranged Spell Attack: +9 to hit, 60ft., one target. Hit: 23 26(6d6+5) bludgeoning damage. On a hit, the target must succeed a DC 17 Strength saving throw or be pushed 10ft. away the Living Maelstrom

Maelstrom(Recharge 5-6) The living Maelstrom can cast a 5th level Maelstrom



Living Cone of Cold

Gargantuan Construct, unaligned


  • Armor Class 17(Natural Armor)
  • Hit Points 155 (10d20+50)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 20 (+5) 3 (-4) 11 (+0) 20 (+5)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Cold
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +4
  • Challenge 11 (7200 xp)

Amorphous Form The Living Cone of Cold can move through a space as narrow as 1 inch without squeezing. The Living Cone of Cold can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Cone of Cold starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Flash Freeze Creatures killed by the Living Cone of Cold is turned to ice.

Frozen Body Creatures that first enters or starts its turn in the Living Cone of Cold's space or hits it with a melee weapon attack while within 5ft. of it takes 9(2d8) cold damage

Living Spell The Living Cone of Cold does not need to eat, drink, or sleep

Magic Resistance The Living Cone of Cold has advantage on saving throws against spells and magical effects

Self Destruct When the Living Cone of Cold is reduced to 0 hitpoints, creatures within a 20ft. radius around it must succeed a DC 17 Constitution saving throw. On a failed saving throw, creatures take 36(8d8) cold damage and half as much on a success.

Spellcasting DC

The Living Cone of Cold has a spell save DC is 17 and has a +9 to hit on spell attacks

Actions

Multiattack The Living Cone of Cold can make two attacks with any combination of its Frigid Touch or Frigid Blast

Frigid Touch. Melee Spell Attack: +9 to hit, 10ft., one target. Hit: 23 (4d8+5) cold damage.

Frigid Blast. Ranged Spell Attack: +9 to hit, 10ft., one target. Hit: 23 (4d8+5) cold damage.

Cone of Cold(Recharge 5-6) The living Cone of Cold can cast a 5th level Cone of Cold


Living Disintegrate

Medium Construct, unaligned


  • Armor Class 18(Natural Armor)
  • Hit Points 126 (12d8+72)
  • Speed 60ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 22 (+6) 3 (-4) 11 (+0) 22 (+6)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Force
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +5 Challenge 13(10000 xp)

Amorphous Form The Living Disintegrate can move through a space as narrow as 1 inch without squeezing. The Living Disintegrate can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Disintegrate starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Disintegration Creatures reduced to 0 hitpoints by the Living Disintegrate are reduced to ash

Disintegrating Touch Creatures that first enters or starts its turn in the Living Disintegrate's space or hits it with a melee weapon attack while within 5ft. of it takes 11(3d6) force damage

Living Spell The Living Disintegrate does not need to eat, drink, or sleep

Magic Resistance The Living Disintegrate has advantage on saving throws against spells and magical effects

Spellcasting DC

The Living Disintegrate has a spell save DC is 19 and has a +11 to hit on spell attacks

Actions

Multiattack The Living Disintegrate can make three attacks with any combination of its Disintegration Strike or Disintegration Ray

Disintegrating Strike. Melee Spell Attack: +11 to hit, 5ft., one target. Hit: 29 (5d6+6) force damage.

Disintegration Ray. Ranged Spell Attack: +11 to hit, 60ft., one target. Hit: 29 (5d6+5) force damage.

Disintegrate(Recharge 5-6) The living Disintegrate can cast a 6th level Disintegrate.


Living Mordenkainen's Sword

Medium Construct, unaligned


  • Armor Class 18(Natural Armor)
  • Hit Points 147 (14d8+84)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 22 (+6) 3 (-4) 11 (+0) 22 (+6)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Poison, Psychic, Force
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +5
  • Challenge 13(10000 xp)

Amorphous Form The Living Mordenkainen's Sword can move through a space as narrow as 1 inch without squeezing. The Living Mordenkainen's Sword can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Mordenkainen's Sword starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Living Spell The Living Mordenkainen's Sword does not need to eat, drink, or sleep

Magic Resistance The Living Mordenkainen's Sword has advantage on saving throws against spells and magical effects

Reactive The Living Mordenkainen's Sword can take a reaciton at the end of each of its turns.

Actions

Multiattack The Living Mordenkainen's Sword can make three attacks with its Sword Strike

Sword Slash. Melee Spell Attack: +11 to hit, 5ft., one target. Hit: 23 (3d10+6) force damage.

Conjure Sword(Recharge 5-6) The living Mordenkainen's Sword can cast Mordenkainen's Sword at 7th level.

Reaction

Parry Whenever the Living Mordenkainen's Sword is hit with a melee weapon attack while within 5ft. of it , the Living Mordenakainen's Sword can make a Sword Slash attack against that creature.



Living Prismatic Sray

Gargantuan Construct, unaligned


  • Armor Class 18(Natural Armor)
  • Hit Points 231 (14d20+84)
  • Speed 60ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 20 (+5) 3 (-4) 11 (+0) 22 (+6)

  • Damage Resistances Acid, Bludgeoning, Piercing, and Slashing damage from non-magical sources, fire, cold, lightning
  • Damage Immunities Poison, Psychic,
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +5
  • Challenge 15(13000 xp)

Amorphous Form The Living Prismatic Spray can move through a space as narrow as 1 inch without squeezing. The Living Prismatic Spray can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Prismatic Spray starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Living Spell The Living Prismatic Spray does not need to eat, drink, or sleep

Magic Resistance The Living Prismatic Spray has advantage on saving throws against spells and magical effects

Self Destruct When the Living Prismatic Spray is reduced to 0 hitpoints, creatures within a 20ft. radius around it must make a saving throw against the effects of the Prismatic Spray spell.

Prismatic Cascade Upon dealing a critical hit against that creature, the Living Prismatic Spray can target that creature with an additional Prismatic Ray as part of that attack. The Living Prismatic Spray can only benefit from this feature against the same creature once on its turns.

Spellcasting DC

The Living Prismatic Spray has a spell save DC is 19 and has a +11 to hit on spell attacks

Actions

Multiattack The Living Prismatic Spray can make three attacks with any combination of the following Prismatic Rays. However, it cannot use the same ray more than once on its turn.

Prismatic Ray: Red. Ranged Spell Attack: +11 to hit, 60ft., one target. Hit: 29 (5d6+7) fire damage.

Prismatic Ray:Orange. Ranged Spell Attack: +11 to hit, 60ft., one target. Hit: 29 (5d6+7) acid damage.

Prismatic Ray: Yellow. Ranged Spell Attack: +11 to hit, 60ft., one target. Hit: 29 (5d6+7) lightning damage.

Prismatic Ray: Green. Ranged Spell Attack: +11 to hit, 60ft., one target. Hit: 29 (5d6+7) poison damage.

Prismatic Ray: blue. Ranged Spell Attack: +11 to hit, 60ft., one target. Hit: 29 (5d6+7) cold damage.

Prismatic Ray: Purple. Ranged Spell Attack: +11 to hit, 60ft., one target. Hit: The target is restrained until the end of its next turn.

Prismatic Ray: Violet. Ranged Spell Attack: +11 to hit, 60ft., one target. *Hit:*The target is blinded until the end of its next turn

Prismatic Ray:Orange. Ranged Spell Attack: +11 to hit, 60ft., one target. Hit: 29 (5d6+7) acid damage.

Prismatic Spray(Recharge 5-6) The living Prismatic Spray can cast a 7th level Prismatic Spray


Living Dark Star

Gargantuan Construct, unaligned


  • Armor Class 19(Natural Armor)
  • Hit Points 280 (16d20+112)
  • Speed 60ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 24 (+7) 3 (-4) 11 (+0) 24 (+7)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Force, Poison, Psychic, Thunder
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10,
  • Proficiency Bonus +6 Challenge 20(25000 xp)

Amorphous Form The Living Dark Star can move through a space as narrow as 1 inch without squeezing. The Living Dark Star can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Dark Star starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Gravitational Void The Living Dark Stars space is considered to be under the effects of the Dark Star spell.

Living Spell The Living Dark Star does not need to eat, drink, or sleep

Magic Resistance The Living Dark Star has advantage on saving throws against spells and magical effects

Self Destruct When the Living Dark Star is reduced to 0 hitpoints, it can cast Dark Star centered on itself which lasts for one minute.

Void's Annihilation Creatures reduced to 0 hitpoints by the Dark Star is instantly killed and disintegrated

Spellcasting DC

The Living Darkstar has a spell save DC is 20 and has a +12 to hit on spell attacks

Actions

Multiattack The Living Dark Star can make four attacks with its Void Spheres

Void Sphere Ranged Spell Attack: +12 to hit, 10ft., one target. Hit: 28 (4d10+6) force damage.

Dark Star(Recharge 5-6) The Living Darkstar can cast Dark Star


Living Sunburst

Gargantuan Construct, unaligned


  • Armor Class 19(Natural Armor)
  • Hit Points 280 (16d20+112)
  • Speed 30ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 24 (+7) 3 (-4) 11 (+0) 24 (+7)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources
  • Damage Immunities Force, Poison, Psychic, Radiant
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10, passive Perception 10
  • Proficiency Bonus +6 Challenge 20(25000 xp)

Amorphous Form The Living Sunburst can move through a space as narrow as 1 inch without squeezing. The Living Sunburst can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Sunburst starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Charring Radiance Creatures that first enters or starts its turn in the Living Sunburst's space or hits it with a melee weapon attack while within 5ft. of it take 11(3d6) radiant damage.

Illumination The Living Sunburst emits bright light in a 60ft. radius and dim light an additional 60ft. This light counts as sunlight. This light banishes darkness

Living Spell The Living Sunburst does not need to eat, drink, or sleep

Magic Resistance The Living Sunburst has advantage on saving throws against spells and magical effects

Self Destruct When the Living Sunburst is reduced to 0 hitpoints, it can cast Sunburst centered on itself which lasts for one minute.

Spellcasting DC

The Living Sunburst has a spell save DC is 21 and has a +13 to hit on spell attacks

Actions

Multiattack The Living Sunburst can make four attacks with its Sunbolts

Sunbolt Ranged Spell Attack: +13 to hit, 150ft., one target. Hit: 28 (6d6+7) radiant damage.

Sunburst(Recharge 5-6) The Living Sunburst can cast Sunburst



Living Reality Break

Medium Construct, unaligned


  • Armor Class 19(Natural Armor)
  • Hit Points 184 (16d8+112)
  • Speed 60ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 24 (+7) 3 (-4) 11 (+0) 24 (+7)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources, cold, force
  • Damage Immunities Poison, Psychic,
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +6
  • Challenge 17(18000 xp)

Amorphous Form The Living Reality Break can move through a space as narrow as 1 inch without squeezing. The Living Reality Break can also move through and occupy another creatures space

Anti-Magic Susceptibility If the Living Reality Break starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Living Spell The Living Reality Break does not need to eat, drink, or sleep

Magic Resistance The Living Reality Break has advantage on saving throws against spells and magical effects

Self Destruct When the Living Reality Break is reduced to 0 hitpoints, creatures within 10ft. must make a saving throw against the effects of the Reality Break spell. When casted in this manner, the effect lasts for 1 minute.

Spellcasting DC

The Living Reality Break has a spell save DC is 21 and has a +13 to hit on spell attacks

Actions

Multiattack The Living Reality Break can make three attacks with any combination of its Reality Breaches

Reality Breaches

Dimensional Rend Ranged Spell Attack: +13 to hit, 150ft., one target. Hit: 33 (5d12+7) force damage. On hit, the target, and everything it is wearing or carry must succeed a DC 21 Charisma saving throw or be teleported 30ft. to a spot to a spot of the Living Reality Break's choice

Far Realm Breach Ranged Spell Attack: +13 to hit, 150ft., one target. Hit: 27 (3d12+7) psychic damage. On hit, the target must succeed a DC 21 Wisdom saving throw or be stunned until the end of its next turn

Void Ray Ranged Spell Attack: +13 to hit, 150ft., one target. Hit: 27 (5d12+7) cold damage. On hit, the target must succeed a DC 21 Constitution saving throw or be blinded until the end of its next turn



Living Meteor Swarm

Gargantuan Construct, unaligned


  • Armor Class 20(Natural Armor)
  • Hit Points 335 (18d20+144)
  • Speed 120ft. fly(hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 26 (+8) 3 (-4) 11 (+0) 26 (+8)

  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from non-magical sources,
  • Damage Immunities Poison, Psychic, Fire
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, prone, stunned, unconscious
  • Senses blindsight 120ft., passive Perception 10
  • Proficiency Bonus +8
  • Challenge 26(90,000 xp)

Burning Body Creatures that grapples or hits the Living Meteor Swarm with a melee weapon attack while within 10ft. of it takes 18(5d6) fire damage

Anti-Magic Susceptibility If the Living Meteor Swarm starts its turn in an Antimagic Field, it takes 10 damage. This damage cannot be reduced in any way. Until the start of its next turn, it also suffers disadvantage on attack rolls, ability checks, and saving throws as well.

Magical Attacks The Living Meteor Swarm's attacks count as magical for the purpose of overcoming resistance

Living Spell The Living Meteor Swarm does not need to eat, drink, or sleep

Magic Resistance The Living Meteor Swarm has advantage on saving throws against spells and magical effects

Self Destruct When the Living Meteor Swarm is reduced to 0 hitpoints, creatures in a 40ft. radius around it must succeed a DC 24 Dexterity saving throw. On a failed saving throw, creatures take 70 (20d6) bludgeoning damage + 70(20d6) fire damage.

Siege Monster The Living Meteor swarm deals double damage to buildings and objects.

Spellcasting DC

The Living Meteor Swarm has a spell save DC is 24 and has a +16 to hit on spell attacks

Actions

Multiattack The Living Meteor Swarm can make four attacks with its Meteors

Meteor Ranged Spell Attack: +12 to hit, 1 mile., one target. Hit: 25(5d6+8) bludgeoning damage +18(5d6) fire damage.

Meteor Swarm(Recharge 5-6) The Living Meteor Swarm can cast Meteor Swarm

A special Thanks to my Patrons

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Art Credits

Cover Art: Vincent Proce

Living Moonbeam: Noah Bradley

Living Darkness: James Ryman

Living Fireball: Dave Dorman

Living Lightning Bolt: Mike "Daarken" Lim

Living Gravity Sinkhole: Kev Walker

Living Vitreolic Sphere: Brad Rigney

Living Bigby's Hand: Mark Behm

Living Cloudkill: Svetlin Velinov

Living Maelstrom: Stevel Belledin

Living Cone of Cold: Svetlin Velinov

Reality Break: Andrew Mar

Living Meteor Swarm: Olivier Bernard

Watercolor Stains: Jared Ondricek

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