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A list of living spells.

I could not find any posted so I made


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.

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