This document provides stat blocks for several "Living Spells" including Living Thunderwave, Living Dissonant Whispers, Living Hellish Rebuke, Living Magic Missile, and Living Vampiric Touch. Each living spell is a construct with damage immunities and resistances corresponding to its spell mimicry ability, which allows it to unleash magical effects similar to the spell it represents.
This document provides stat blocks for several "Living Spells" including Living Thunderwave, Living Dissonant Whispers, Living Hellish Rebuke, Living Magic Missile, and Living Vampiric Touch. Each living spell is a construct with damage immunities and resistances corresponding to its spell mimicry ability, which allows it to unleash magical effects similar to the spell it represents.
This document provides stat blocks for several "Living Spells" including Living Thunderwave, Living Dissonant Whispers, Living Hellish Rebuke, Living Magic Missile, and Living Vampiric Touch. Each living spell is a construct with damage immunities and resistances corresponding to its spell mimicry ability, which allows it to unleash magical effects similar to the spell it represents.
some so people could make their own easier. I am currently posting content every week for my Hollowed Living Thunderwave Isle content. You can find it here: Hammered Out Homebrew Medium Construct, unaligned
Armor Class 15 (natural armor)
Hit Points 15 (2d8 + 6) Living Dissonant Speed 25 ft., fly 25 ft. (hover)
Whispers STR DEX CON INT WIS CHA
Medium Construct, unaligned 10 (+0) 12 (+1) 16 (+3) 3 (-4) 6 (+2) 6 (-2) Armor Class 15 (natural armor) Hit Points 15 (2d8 + 6) Damage Resistances bludgeoning, piercing, and Speed 25 ft., fly 25 ft. (hover) slashing from nonmagical attacks Damage Immunities thunder Condition Immunities blind, charmed, deafened, STR DEX CON INT WIS CHA exhaustion, frightened, grappled, poisoned, prone Senses darkvision 60ft., passive perception 8 10 (+0) 12 (+1) 16 (+3) 3 (-4) 6 (+2) 6 (-2) Languages - Challenge 1 (200 XP) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Amorphous. The living spell can move through a Damage Immunities psychic space as narrow as 1 inch wide without squeezing. Condition Immunities blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone Magic Resistance. The living spell has advantage on Senses darkvision 60ft., passive perception 8 saving throws against spells and other magical Languages - effects. Challenge 1 (200 XP) Actions Amorphous. The living spell can move through a Magical Strike. Melee Spell Attack: +5 to hit, Reach 5 space as narrow as 1 inch wide without squeezing. ft., one target. Hit: 6 (1d6 +3) thunder damage Magic Resistance. The living spell has advantage on Spell Mimicry (Recharge 5-6). A wave of thunderous saving throws against spells and other magical force sweeps out from the living spell. Each creature effects. in a 15-foot cube originating from it must make a DC 13 Constitution saving throw. On a failed save, a Actions creature takes 9 (2d8) thunder damage and is Magical Strike. Melee Spell Attack: +5 to hit, Reach 5 pushed 10 feet away from the living spell. On a ft., one target. Hit: 6 (1d6 +3) psychic damage successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured Spell Mimicry (Recharge 5-6). A discordant melody objects that are completely within the area of effect issues from the living spell that only one creature of are automatically pushed 10 feet away from it by the its choice within 60 feet can hear, wracking it with spell's effect, and the spell emits a thunderous terrible pain. The target must make a DC 13 boom audible out to 300 feet. Wisdom saving throw. On a failed save, it takes 10 (3d6) psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from the living spell. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. Living Hellish Rebuke Living Magic Missile Medium Construct, unaligned Medium Construct, unaligned Armor Class 15 (natural armor) Armor Class 15 (natural armor) Hit Points 15 (2d8 + 6) Hit Points 15 (2d8 + 6) Speed 25 ft., fly 25 ft. (hover) Speed 25 ft., fly 25 ft. (hover)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 16 (+3) 3 (-4) 6 (+2) 6 (-2) 10 (+0) 12 (+1) 16 (+3) 3 (-4) 6 (+2) 6 (-2) Damage Resistances bludgeoning, piercing, and Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks slashing from nonmagical attacks Damage Immunities force Damage Immunities fire Condition Immunities blind, charmed, deafened, Condition Immunities blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone exhaustion, frightened, grappled, poisoned, prone Senses darkvision 60ft., passive perception 8 Senses darkvision 60ft., passive perception 8 Languages - Languages - Challenge 1 (200 XP) Challenge 1 (200 XP) Amorphous. The living spell can move through a Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing. space as narrow as 1 inch wide without squeezing. Magic Resistance. The living spell has advantage on Magic Resistance. The living spell has advantage on saving throws against spells and other magical saving throws against spells and other magical effects. effects. Spell Mimicry (Recharge 5-6). When damaged by a Actions creature within 60 feet, the living spell may use its Magical Strike. Melee Spell Attack: +5 to hit, Reach 5 reaction to force that creature to make a DC 13 ft., one target. Hit: 6 (1d6 +3) force damage Dexterity saving throw. It takes 12 (2d10) fire damage on a failed save, or half as much damage on Spell Mimicry (Recharge 5-6). The living spell creates a successful one. three glowing darts of magical force. Each dart hits a creature of its choice that it can see within 120 Actions feet.. A dart deals 3 (1d4 + 1) force damage to its Magical Strike. Melee Spell Attack: +5 to hit, Reach 5 target. The darts all strike simultaneously, and the ft., one target. Hit: 6 (1d6 +3) fire damage living spell can direct them to hit one creature or several. Living Fireball Living Vampiric Touch Large Construct, unaligned Large Construct, unaligned Armor Class 15 (natural armor) Armor Class 15 (natural armor) Hit Points 57 (6d10 + 24) Hit Points 57 (6d10 + 24) Speed 25 ft., fly 25 ft. (hover) Speed 25 ft., fly 25 ft. (hover)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 18 (+4) 3 (-4) 10 (+0) 6 (-2) 10 (+0) 15 (+2) 18 (+4) 3 (-4) 10 (+0) 6 (-2) Damage Resistances bludgeoning, piercing, and Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks slashing from nonmagical attacks Damage Immunities necrotic Damage Immunities fire Condition Immunities blind, charmed, deafened, Condition Immunities blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone exhaustion, frightened, grappled, poisoned, prone Senses darkvision 60ft., passive perception 10 Senses darkvision 60ft., passive perception 10 Languages - Languages - Challenge 5 (1,800 XP) Challenge 5 (1,800 XP) Amorphous. The living spell can move through a Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing. space as narrow as 1 inch wide without squeezing. Magic Resistance. The living spell has advantage on Magic Resistance. The living spell has advantage on saving throws against spells and other magical saving throws against spells and other magical effects. effects. Actions Actions Multiattack. The living spell makes two Magical Multiattack. The living spell makes two Magical Strike attacks Strike attacks Magical Strike. Melee Spell Attack: +7 to hit, Reach Magical Strike. Melee Spell Attack: +7 to hit, Reach 10 ft., one target. Hit: 21 (5d6 +4) necrotic damage 10 ft., one target. Hit: 21 (5d6 +4) fire damage Spell Mimicry (Recharge 5-6). The living spell reaches Spell Mimicry (Recharge 5-6). The living spell out with a shadowy hand. It makes a melee spell unleashes an explosion of flame at a point within attack against a creature within its reach. On a hit, 150 feet of it. Each creature in a 20-foot-radius the target takes 10 (3d6) necrotic damage, and it sphere centered on that point must make a DC 15 regains hit points equal to half the amount of Dexterity saving throw. A target takes 28 (8d6) fire necrotic damage dealt. Until the spell ends, you can damage on a failed save, or half as much damage on make the attack again on each of your turns as an a successful one. The fire spreads around corners. It action. The living spell can continue to make this ignites flammable objects in the area that aren’t attack each turn for up to 1 minute, but must being worn or carried. maintain concentration. Living Acid Arrow Living Gaseous Form Large Construct, unaligned Large Construct, unaligned Armor Class 15 (natural armor) Armor Class 15 (natural armor) Hit Points 57 (6d10 + 24) Hit Points 57 (6d10 + 24) Speed 25 ft., fly 25 ft. (hover) Speed 25 ft., fly 25 ft. (hover)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 18 (+4) 3 (-4) 10 (+0) 6 (-2) 10 (+0) 15 (+2) 18 (+4) 3 (-4) 10 (+0) 6 (-2) Damage Resistances bludgeoning, piercing, and Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks slashing from nonmagical attacks Damage Immunities force Damage Immunities acid Condition Immunities blind, charmed, deafened, Condition Immunities blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone exhaustion, frightened, grappled, poisoned, prone Senses darkvision 60ft., passive perception 10 Senses darkvision 60ft., passive perception 10 Languages - Languages - Challenge 5 (1,800 XP) Challenge 5 (1,800 XP) Amorphous. The living spell can move through a Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing. space as narrow as 1 inch wide without squeezing. Magic Resistance. The living spell has advantage on Magic Resistance. The living spell has advantage on saving throws against spells and other magical saving throws against spells and other magical effects. effects. Actions Actions Multiattack. The living spell makes two Magical Multiattack. The living spell makes two Magical Strike attacks Strike attacks Magical Strike. Melee Spell Attack: +7 to hit, Reach Magical Strike. Melee Spell Attack: +7 to hit, Reach 10 ft., one target. Hit: 21 (5d6 +4) force damage 10 ft., one target. Hit: 21 (5d6 +4) acid damage Spell Mimicry (Recharge 5-6). The living spell touches Spell Mimicry (Recharge 5-6). A shimmering green a creature within 5 feet. The creature must make a arrow streaks toward a target within 90 feet and DC 15 Wisdom saving throw. On a failure the bursts in a spray of acid. The living spell makes a creature it touches, along with everything it's ranged spell attack against the target. On a hit, the wearing and carrying, into a misty cloud for the target takes 13 (5d4) acid damage immediately and duration. The spell ends if the creature drops to 0 9 (3d4) acid damage at the end of its next turn. On hit points. An incorporeal creature isn't affected. a miss, the arrow splashes the target with acid for While in this form, the target's only method of half as much of the initial damage and no damage at movement is a flying speed of 10 feet. The target the end of its next turn. can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. The target stays in this form for an hour or until the living spell loses concentration. Living Cone of Cold Living Wall of Fire Large Construct, unaligned Large Construct, unaligned Armor Class 15 (natural armor) Armor Class 15 (natural armor) Hit Points 73 (7d10 + 35) Hit Points 73 (7d10 + 35) Speed 25 ft., fly 25 ft. (hover) Speed 25 ft., fly 25 ft. (hover)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 14 (+2) 3 (-4) 11 (+0) 6 (-2) 10 (+0) 15 (+2) 14 (+2) 3 (-4) 11 (+0) 6 (-2) Damage Resistances bludgeoning, piercing, and Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks slashing from nonmagical attacks Damage Immunities fire Damage Immunities cold Condition Immunities blind, charmed, deafened, Condition Immunities blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone exhaustion, frightened, grappled, poisoned, prone Senses darkvision 60ft., passive perception 10 Senses darkvision 60ft., passive perception 10 Languages - Languages - Challenge 7 (2,900 XP) Challenge 7 (2,900 XP) Amorphous. The living spell can move through a Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing. space as narrow as 1 inch wide without squeezing. Magic Resistance. The living spell has advantage on Magic Resistance. The living spell has advantage on saving throws against spells and other magical saving throws against spells and other magical effects. effects. Actions Actions Multiattack. The living spell makes two Magical Multiattack. The living spell makes two Magical Strike attacks Strike attacks Magical Strike. Melee Spell Attack: +8 to hit, reach Magical Strike. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (5d6 +5) fire damage 10 ft., one target. Hit: 22 (5d6 +5) cold damage Spell Mimicry (Recharge 5-6). The living spell creates Spell Mimicry (Recharge 5-6). A blast of cold air a wall of fire on a solid surface within range. It can erupts from the living spell. Each creature in a 60- make the wall up to 60 feet long, 20 feet high, and foot cone must make a DC 16 Constitution saving 1 foot thick, or a ringed wall up to 20 feet in throw. A creature takes 35 (8d8) cold damage on a diameter, 20 feet high, and 1 foot thick. The wall is failed save, or half as much damage on a successful opaque and lasts for the duration. When the wall one. A creature killed by this spell becomes a frozen appears, each creature within its area must make a statue until it thaws. DC 16 Dexterity saving throw. On a failed save, a creature takes 22 (5d8) fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 22(5d8) fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. The wall lasts for1 minute or until the living spell loses concentration.