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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon
Masters Guild.
All other original material in this work is copyright 2018�2019 by E. R. F. Jordan and published under the Community Content Agreement for Dungeon Masters Guild.

By E. R. F. Jordan
Template by nathanaël Roux
Contents
Introduction ..........................................................................3
..........................................................................3
Greater Living Spells ...........................................................3
...........................................................3
Creating a Living Spell.......................................................................3
Determining Ability Scores...............................................................3
Other Living Spell Statistics ..............................................................3
Living Spell Bestiary ............................................................4
............................................................4
Living Acid Arrow .............................................................................4
Living Antimagic Field ......................................................................4

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Living Bigby’s Hand ...........................................................................5
Living Blight .......................................................................................5
Living Chain Lightning .....................................................................6
Living Chromatic Orb .......................................................................6
Living Circle of Death........................................................................6

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Living Cloud of Daggers....................................................................7
Living Color Spray .............................................................................7
Living Cone of Cold...........................................................................7
Living Crown of Stars........................................................................8
Living Darkness..................................................................................8
Living Dawn .......................................................................................8
Living Demiplane...............................................................................9
Living Disguise Self............................................................................9
Living Disintegrate ..........................................................................10
Living Dust Devil .............................................................................10
Living Earthen Grasp.......................................................................10

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Living Enervation ............................................................................11
Living Eyebite...................................................................................11
Living Feeblemind ...........................................................................12
Living Finger of Death ....................................................................12
Living Fireball ..................................................................................13
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Living Flaming Sphere ....................................................................13
Living Forcecage ..............................................................................13
Living Gate........................................................................................14
Living Horrid Wilting .....................................................................14
Living Hypnotic Pattern ..................................................................15
Living Immolation ...........................................................................15
Living Incendiary Cloud..................................................................15
Living Maddening Darkness ...........................................................16
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Living Magic Missile........................................................................16


Living Mind Spike............................................................................16
Living Minute Meteors ...................................................................17
Living Polymorph ............................................................................17
Living Prismatic Spray.....................................................................18
Living Psychic Scream .....................................................................18
Living Ray of Enfeeblement............................................................19
Living Ray of Sickness .....................................................................19
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Living Scorching Ray.......................................................................19


Living Shadow Blade........................................................................20
Living Shapechange .........................................................................20
Living Shatter ...................................................................................20
Living Sleep.......................................................................................21
Living Storm Sphere ........................................................................21
Living Sunbeam................................................................................22
Living Sunburst ................................................................................22
Living Synaptic Static ......................................................................23
Living Vampiric Touch ...................................................................23
Living Vitriolic Sphere ....................................................................23
Living Watery Sphere......................................................................24
Living Web .......................................................................................24
Living Weird.....................................................................................25
Living Wish ......................................................................................25
Appendix: Living Spell Lists ....................26
....................26

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Introduction immunity with immunity to the type (or types) of damage
dealt by the chosen spell. If the spell deals no damage type,
living spell is the magical energy of a choose one thematically appropriate to the spell’s school or
spell cast during a magical cataclysm, appearance, or remove damage immunity altogether.
accidentally given sentience and form. Though Magical Strike. Replace the damage that Magical Strike
little is known about creating or controlling deals with one type of damage dealt by the chosen spell.
living spells, they are a form of life that continue Spell Mimicry. Replace the effect of Spell Mimicry with
to fascinate arcanists all over Eberron. the effect of the chosen spell. If that spell requires a saving
This title introduces a grand total of 64 new living spells throw, use spell save DC from the replaced spell, and if the
following the official template provided by Wizards of the spell involves an attack roll, use the attack bonus from the
Coast, as well as guidelines for creating living spells of higher living spell’s Magical Strike.
level. Unique Traits. If the spell gives its caster a spell passive

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effect, such as an increase in movement speed, the ability to
Greater Living Spells teleport as a bonus action, or a reaction to taking damage,
consider incorporate that effect as a permanent trait instead
At first, arcanists in Eberron believed that only spells of 1st
through 5th-level were crudely animated by the cataclysm of folding it into the Spell Mimicry trait.
responsible for the creation of the Mournland. However, as
Determining Ability Scores

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exploration of these scarred lands proceeded, a handful of
adventurers discovered that this was not the case. What’s When choosing ability scores for a living spell, picking a best
more, they learned that spells of 6th-level and higher were and worst score may feel somewhat arbitrary, as the spell has
given a greater degree of animation, perhaps on account of no corporeal form and in most cases shows limited
their more complex magical essence. Some approached sentience. To guide your hand in choosing these scores,
sentient levels of intelligence and cunning, and were consider using one of the following methods.
observed speaking among themselves in a twisted, arcane Scores by Save. If the spell provides its target with a
language. Some, mostly of 8th and 9th-level, were even saving throw, consider making that statistic the highest. For
capable of presenting humanoid forms and communicating instance, a fireball spell provokes a Dexterity saving throw,
with other races. meaning that a living fireball would have high Dexterity.

spells of 6th-level or higher. e


Use these rules in conjunction with the templates present
in Eberron: Rising from the Last War to create simple living
This provides an interesting in-game justification for why a
spell might move or behave in a certain way.
Scores by School. Other magical theories might posit that
schools of magic have inherent strengths and weaknesses,
which roughly translate to ability scores. Use the table below
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NEW LANGUAGE: ARCANISH
The language spoken by sen�ent living spells in this to determine the highest and lowest score of your living spell
supplement has been dubbed “Arcanish”, a term derived by its school.
from the word “arcana”. Wizards, sorcerers, bards, and other
arcane prac��oners find this language vaguely familiar to ABILITY SCORES BY SCHOOL
the ear, as it resembles spell incanta�ons very closely. School Highest Score Lowest Score
Consider allowing this language as a choice for
adventurers with magical backgrounds, as a sort of arcane Abjura�on CON DEX
equivalent to Druidic and Thieves’ Cant. Conjura�on STR WIS
Divina�on INT CHA
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Enchantment WIS STR


Creating a Living Spell Evoca�on DEX INT
Illusion INT CON
Choose a spell of 1st to 5th level for a simple living spell, or a Necromancy CHA WIS
spell of 6th-level or higher for a greater living spell.
Transmuta�on WIS CHA
Evocation and conjuration spells are the most common to
manifest as living spells, but this is by no means a hard and Other Living Spell Statistics
fast rule. Then consult the Living Spell Customization table
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to see which stat block to customize, based on the spell’s For fast reference in the midst of creating living spells, refer
chosen level. to the table below. Do not be afraid to tweak these rules or
ignore them entirely when you deem it appropriate.
LIVING SPELL CUSTOMIZATION
Spell Level Stat Block to Customize OTHER STATISTICS
1st-2nd Living burning hands Spell Mimicry
Spell Level CR Prof. Bonus Save DC
Recharge (X)
3rd-4th Living lightning bolt 1st-2nd 1 +2 13 5-6
5th Living cloudkill
3rd-4th 5 +3 15 5-6
6th Living disintegrate
5th 7 +3 16 5-6
7th Living finger of death
6th 9 +4 16 5-6
8th Living incendiary cloud
7th 11 +4 17 6
9th Living psychic scream
8th 14 +5 18 6
Now make the following changes to that stat block: 9th 17 +6 19 6
Damage Immunity. Replace the living spell’s damage

3
Living Spell Bestiary

Living Acid Arrow

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Amorphous. The living spell can move through a space as
narrow as 1 inch wide without squeezing.
Medium construct, unaligned
Magic Resistance. The living spell has advantage on saving
Armor Class 15 (natural armor) throws against spells and other magical effects.
Hit Points 11 (2d8 + 4)

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Speed 25 �., fly 25 �. (hover) ACTIONS
STR DEX CON INT WIS CHA Magical Strike. Melee Spell A�ack: +4 to hit, reach 5 �., one
target. Hit: 5 (1d6 + 2) acid damage.
8 (-1) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 6 (-2)
Spell Mimicry (Recharge 5–6). The living spell fires a
Damage Resistances bludgeoning, piercing, and slashing
shimmering green arrow towards a creature within 90 feet,
from nonmagical weapons
which bursts in a spray of acid. The living spell makes a
Damage Immuni�es acid
ranged spell a�ack (+4 to hit) against the target. On a hit,
Condi�on Immuni�es blinded, charmed, deafened,
the target takes 4d4 acid damage immediately and 2d4 acid
exhaus�on, frightened, grappled, poisoned, prone
damage at the end of its next turn. On a miss, the arrow
Senses darkvision 60 �., Passive percep�on 11
splashes the target with acid for half as much of the ini�al
Languages –––
Challenge 1 (200 XP)
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Living Antimagic Field Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
Large construct, unaligned

Armor Class 18 (natural armor)


ACTIONS
Hit Points 161 (14d10 + 84) Mul�a�ack. The living spell makes two Magical Strike
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Speed 25 �., fly 25 �. (hover) a�acks.

STR DEX CON INT WIS CHA Magical Strike. Melee Spell A�ack: +11 to hit, reach 10 �.,
one target. Hit: 34 (8d6 + 6) force damage.
20 (+5) 11 (+0) 22 (+6) 12 (+1) 14 (+2) 6 (-2)
Spell Mimicry (Recharge 6). The living spell strikes the
Damage Resistances bludgeoning, piercing, and slashing
ground, crea�ng a 10-foot radius invisible sphere of
from nonmagical weapons
an�magic. This area is divorced from the magical energy that
Damage Immuni�es force
suffuses the mul�verse. Within the sphere, spells can't be
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Condi�on Immuni�es blinded, charmed, deafened,


cast, summoned creatures disappear, and even magic items
exhaus�on, frightened, grappled, poisoned, prone
become mundane, as per the limita�ons of the an�magic
Senses darkvision 60 �., Passive percep�on 12
field spell.
Languages Arcanish
The field lasts for 1 hour, or un�l the living spell uses this
Challenge 14 (11,500 XP)
ac�on again.
Amorphous. The living spell can move through a space as
narrow as 1 inch wide without squeezing.

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Living Bigby’s Hand ACTIONS
Large construct, unaligned Mul�a�ack. The living spell makes two Magical Strike
a�acks.
Armor Class 18 (natural armor)
Hit Points 53 (7d10 + 14) Magical Strike. Melee Spell A�ack: +5 to hit, reach 10 �., one

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Speed 25 �., fly 50 �. (hover) target. Hit: 23 (5d6 + 5) force damage.

STR DEX CON INT WIS CHA Spell Mimicry (Recharge 5–6). The living spell takes one of
the following ac�ons:
26 (+8) 10 (+0) 14 (+2) 3 (-4) 8 (-1) 6 (-2)
Shove. One creature within 5 feet of the living spell must

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Damage Resistances bludgeoning, piercing, and slashing succeed on a Strength (Acroba�cs) contest against the
from nonmagical weapons living spell or be shoved 15 feet in a direc�on of its
Damage Immuni�es force choice. If the target is Medium or smaller, the spell has
Condi�on Immuni�es blinded, charmed, deafened, advantage on its Strength check. The spell moves to stay
exhaus�on, frightened, grappled, poisoned, prone within 5 feet of the target as part of this ac�on.
Senses darkvision 60 �., Passive percep�on 9 Grasp. One creature within 5 feet of the living spell must
Languages ––– succeed on a Strength (Athle�cs) contest against the
Challenge 7 (2,900 XP) living spell or be grappled by it. If the target is Medium or
smaller, the spell has advantage on its Strength check.
Amorphous. The living spell can move through a space as Interpose. The living spell places itself between two
narrow as 1 inch wide without squeezing. creatures, forming a living barrier. The living spell provides

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Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
half cover to creatures on either side of it.
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Living Blight Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
Large construct, unaligned

Armor Class 15 (natural armor)


ACTIONS
Hit Points 48 (5d10 + 20) Mul�a�ack. The living spell makes two Magical Strike
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Speed 25 �., fly 25 �. (hover) a�acks.

STR DEX CON INT WIS CHA Magical Strike. Melee Spell A�ack: +7 to hit, reach 10 �., one
target. Hit: 18 (4d6 + 4) necro�c damage.
15 (+2) 11 (+0) 18 (+4) 3 (-4) 12 (+1) 6 (-2)
Spell Mimicry (Recharge 5–6). The living spell exhales
Damage Resistances bludgeoning, piercing, and slashing
necroman�c energy, which washes over a creature within 30
from nonmagical weapons
feet, draining moisture and vitality from it. The target must
Damage Immuni�es necro�c
make a DC 15 Cons�tu�on saving throw. The target takes
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Condi�on Immuni�es blinded, charmed, deafened,


8d8 necro�c damage on a failed save, or half as much
exhaus�on, frightened, grappled, poisoned, prone
damage on a successful one. This ability has no effect on
Senses darkvision 60 �., Passive percep�on 11
undead or constructs. If the target is a plant creature or a
Languages –––
magical plant, it makes the saving throw with disadvantage,
Challenge 5 (1,800 XP)
and the spell deals maximum damage to it.
If the target is a nonmagical plant that isn't a creature,
Amorphous. The living spell can move through a space as
such as a tree or shrub, it doesn't make a saving throw, it
narrow as 1 inch wide without squeezing.
simply withers and dies.

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Living Chain Lightning to a target, it can disappear and reappear in an unoccupied
space within 5 feet of that target.
Large construct, unaligned
Magic Resistance. The living spell has advantage on saving
Armor Class 16 (natural armor) throws against spells and other magical effects.
Hit Points 95 (9d10 + 45)
Speed 25 �., fly 50 �. (hover) ACTIONS
STR DEX CON INT WIS CHA Mul�a�ack. The living spell makes two Magical Strike
a�acks.
8 (-1) 22 (+6) 20 (+5) 3 (-4) 10 (+0) 6 (-2)
Magical Strike. Melee Spell A�ack: +9 to hit, reach 10 �., one
Damage Resistances bludgeoning, piercing, and slashing
target. Hit: 26 (6d6 + 5) lightning damage.

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from nonmagical weapons
Damage Immuni�es lightning Spell Mimicry (Recharge 5–6). The living spell creates a bolt
Condi�on Immuni�es blinded, charmed, deafened, of lightning that arcs toward a target within 150 feet. Three
exhaus�on, frightened, grappled, poisoned, prone bolts then leap from that target to as many as three other
Senses darkvision 60 �., Passive percep�on 10 targets, each of which must be within 30 feet of the first
Languages –––

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target. A target can be a creature or an object and can be
Challenge 9 (5,000 XP) targeted by only one of the bolts.
A target must make a DC 16 Dexterity saving throw. The
Amorphous. The living spell can move through a space as target takes 10d8 lightning damage on a failed save, or half
narrow as 1 inch wide without squeezing. as much on a successful one.
Lightning Step. When the living spell deals lightning damage

Living Chromatic Orb Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
Medium construct, unaligned

Armor Class 15 (natural armor)


Hit Points 13 (2d8 + 4)
Speed 25 �., fly 25 �. (hover)

STR DEX CON INT


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Prisma�c. As a bonus ac�on, the living spell can choose one
of the following damage types: acid, cold, fire, lightning,
thunder. It is immune to the chosen damage type, and deals
damage of that type with its a�acks.

ACTIONS
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10 (+0) 12 (+1) 15 (+2) 3 (-4) 12 (+1) 6 (-2)
Magical Strike. Melee Spell A�ack: +4 to hit, reach 5 �., one
Damage Resistances bludgeoning, piercing, and slashing target. Hit: 6 (1d6 + 2) damage of the living spell’s aligned
from nonmagical weapons damage type.
Condi�on Immuni�es blinded, charmed, deafened,
Spell Mimicry (Recharge 5–6). The living spell fires a 4-inch
exhaus�on, frightened, grappled, poisoned, prone
diameter sphere of chroma�c energy at a creature within 90
Senses darkvision 60 �., Passive percep�on 11
feet. The living spell makes a ranged spell a�ack (+4 to hit)
Languages –––
against the target. On a hit, the target takes 3d8 damage of
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Challenge 1 (200 XP)


the living spell’s aligned damage type.
Amorphous. The living spell can move through a space as
narrow as 1 inch wide without squeezing.

Living Circle of Death Amorphous. The living spell can move through a space as
narrow as 1 inch wide without squeezing.
Large construct, unaligned
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Magic Resistance. The living spell has advantage on saving


Armor Class 15 (natural armor) throws against spells and other magical effects.
Hit Points 115 (10d10 + 60)
Speed 25 �., fly 25 �. (hover) ACTIONS
STR DEX CON INT WIS CHA Mul�a�ack. The living spell makes two Magical Strike
a�acks.
10 (+0) 14 (+2) 22 (+6) 5 (-3) 8 (-1) 6 (-2)
Magical Strike. Melee Spell A�ack: +10 to hit, reach 10 �.,
Damage Resistances bludgeoning, piercing, and slashing
one target. Hit: 27 (6d6 + 6) necro�c damage.
from nonmagical weapons
Damage Immuni�es necro�c Spell Mimicry (Recharge 5–6). The living spell releases a 60-
Condi�on Immuni�es blinded, charmed, deafened, foot radius sphere of nega�ve energy, which ripples
exhaus�on, frightened, grappled, poisoned, prone outwards from a point within 150 feet. Each creature in that
Senses darkvision 60 �., Passive percep�on 11 area must make a DC 16 Cons�tu�on saving throw. A target
Languages understands Arcanish but can’t speak takes 8d6 necro�c damage on a failed save, or half as much
Challenge 9 (5,000 XP) damage on a successful one.

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Living Cloud of Daggers Amorphous. The living spell can move through a space as
narrow as 1 inch wide without squeezing.
Medium construct, unaligned
Magic Resistance. The living spell has advantage on saving
Armor Class 15 (natural armor) throws against spells and other magical effects.
Hit Points 20 (3d8 + 6)
Speed 25 �., fly 25 �. (hover) Spell Mimicry. The living spell is surrounded by whirling
magical blades in a 5-foot radius. A creature takes 4d4
STR DEX CON INT WIS CHA slashing damage when it enters the area for the first �me on
10 (+0) 15 (+2) 14 (+2) 3 (-4) 10 (+0) 6 (-2) a turn or starts its turn there.

Damage Resistances bludgeoning, piercing, and slashing ACTIONS

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from nonmagical weapons
Magical Strike. Melee Spell A�ack: +4 to hit, reach 5 �., one
Condi�on Immuni�es blinded, charmed, deafened,
target. Hit: 6 (1d6 + 2) slashing damage.
exhaus�on, frightened, grappled, poisoned, prone
Senses darkvision 60 �., Passive percep�on 10
Languages –––
Challenge 1 (200 XP)

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Living Color Spray Illumina�on. The living spell sheds bright light in a 30-foot
radius and dim light for 30 feet beyond that.
Medium construct, unaligned
Magic Resistance. The living spell has advantage on saving
Armor Class 15 (natural armor) throws against spells and other magical effects.
Hit Points 15 (2d8 + 6)
Speed 25 �., fly 25 �. (hover) ACTIONS
STR DEX CON INT WIS CHA Magical Strike. Melee Spell A�ack: +5 to hit, reach 5 �., one
8 (-1) 12 (+1) 16 (+3)

from nonmagical weapons


Damage Immuni�es radiant
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3 (-4) 12 (+1) 6 (-2)

Damage Resistances bludgeoning, piercing, and slashing


target. Hit: 9 (1d6 + 5) radiant damage.

Spell Mimicry (Recharge 5–6). The living spell unleashes a


dazzling array of flashing, colored light. Roll 6d10, the total
is how many hit points of creatures this ability can affect.
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Creatures in a 15-foot cone origina�ng from the living spell
Condi�on Immuni�es blinded, charmed, deafened,
are affected in ascending order of their current hit points
exhaus�on, frightened, grappled, poisoned, prone
(ignoring unconscious creatures and creatures that can't
Senses darkvision 60 �., Passive percep�on 11
see).
Languages –––
Star�ng with the creature that has the lowest current hit
Challenge 1 (200 XP)
points, each creature affected by this spell is blinded for 1
round. Subtract each creature's hit points from the total
Amorphous. The living spell can move through a space as
before moving on to the creature with the next lowest hit
narrow as 1 inch wide without squeezing.
points. A creature's hit points must be equal to or less than
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the remaining total for the creature to be affected.

Living Cone of Cold Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
Large construct, unaligned

Armor Class 15 (natural armor)


ACTIONS
Mul�a�ack. The living spell makes two Magical Strike
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Hit Points 84 (8d10 + 40)


Speed 25 �., fly 25 �. (hover) a�acks.

STR DEX CON INT WIS CHA Magical Strike. Melee Spell A�ack: +8 to hit, reach 10 �., one
target. Hit: 23 (5d6 + 5) cold damage.
15 (+2) 12 (+1) 20 (+5) 3 (-4) 14 (+2) 6 (-2)
Spell Mimicry (Recharge 5–6). The living spell exhales a blast
Damage Resistances bludgeoning, piercing, and slashing
of cold air. Each creature in a 60-foot cone must make a DC
from nonmagical weapons
16 Cons�tu�on saving throw. A creature takes 8d8 cold
Damage Immuni�es cold
damage on a failed save, or half as much damage on a
Condi�on Immuni�es blinded, charmed, deafened,
successful one.
exhaus�on, frightened, grappled, poisoned, prone
A creature killed by this spell becomes a frozen statue un�l
Senses darkvision 60 �., Passive percep�on 11
it thaws.
Languages –––
Challenge 7 (2,900 XP)

Amorphous. The living spell can move through a space as


narrow as 1 inch wide without squeezing.

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Living Crown of Stars Illumina�on. The living spell sheds bright light in a 30-foot
radius and dim light for 30 feet beyond that.
Medium construct, unaligned
Magic Resistance. The living spell has advantage on saving
Armor Class 15 (natural armor) throws against spells and other magical effects.
Hit Points 102 (12d8 + 48)
Speed 25 �., fly 25 �. (hover) ACTIONS
STR DEX CON INT WIS CHA Mul�a�ack. The living spell makes two Magical Strike
a�acks.
8 (-1) 12 (+1) 18 (+4) 6 (-2) 14 (+2) 6 (-2)
Magical Strike. Melee Spell A�ack: +10 to hit, reach 5 �., one
Damage Resistances bludgeoning, piercing, and slashing
target. Hit: 24 (5d6 + 6) radiant damage.
from nonmagical weapons

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Damage Immuni�es radiant Spell Mimicry (1/Long Rest). The living spell creates seven
Condi�on Immuni�es blinded, charmed, deafened, star-like motes of light, which orbit its form. It can use a
exhaus�on, frightened, grappled, poisoned, prone bonus ac�on to send one of the motes streaking toward one
Senses darkvision 60 �., Passive percep�on 12 creature or object within 120 feet of it, making a ranged
Languages Arcanish spell a�ack against the target (+10 to hit). On a hit, the
Challenge 11 (7,200 XP)

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target takes 4d12 radiant damage. Whether it hits or misses,
the mote is expended.
Amorphous. The living spell can move through a space as
narrow as 1 inch wide without squeezing.

Living Darkness Amorphous. The living spell can move through a space as
narrow as 1 inch wide without squeezing.
Large construct, unaligned
Magic Resistance. The living spell has advantage on saving
Armor Class 15 (natural armor) throws against spells and other magical effects.
Hit Points 15 (2d10 + 4)
Speed 25 �., fly 25 �. (hover)

STR
8 (-1)
DEX
15 (+2)
CON
14 (+2)
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INT
3 (-4)
WIS
16 (+3)
CHA
6 (-2)
ACTIONS
Magical Strike. Melee Spell A�ack: +4 to hit, reach 10 �., one
target. Hit: 6 (1d6 + 2) necro�c damage.

Spell Mimicry (Recharge 5-6). The living spell creates magical


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Damage Resistances bludgeoning, piercing, and slashing
darkness in a 15-foot radius sphere, which lasts for 10
from nonmagical weapons
minutes. The darkness is centered on the living spell, moving
Damage Immuni�es necro�c
with it and spreading around corners. A creature with
Condi�on Immuni�es blinded, charmed, deafened,
darkvision can't see through this darkness, and nonmagical
exhaus�on, frightened, grappled, poisoned, prone
light can't illuminate it.
Senses darkvision 60 �., Passive percep�on 13
If any of this darkness overlaps with an area of light
Languages –––
created by a spell of 2nd level or lower, the spell that
Challenge 1 (200 XP)
created the light is dispelled.
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Living Dawn Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
Large construct, unaligned

Armor Class 15 (natural armor)


ACTIONS
Hit Points 67 (7d10 + 28) Mul�a�ack. The living spell makes two Magical Strike
Speed 25 �., fly 25 �. (hover) a�acks.
Sa

STR DEX CON INT WIS CHA Magical Strike. Melee Spell A�ack: +7 to hit, reach 10 �., one
target. Hit: 22 (5d6 + 4) radiant damage.
18 (+4) 10 (+0) 18 (+4) 3 (-4) 12 (+1) 6 (-2)
Spell Mimicry (Recharge 5–6). The living spell creates a 30-
Damage Resistances bludgeoning, piercing, and slashing
foot-radius, 40-foot-high cylinder of bright light centered on
from nonmagical weapons
a point within 60 feet. This light is sunlight. When the
Damage Immuni�es radiant
cylinder appears, each creature in it must make a DC 16
Condi�on Immuni�es blinded, charmed, deafened,
Cons�tu�on saving throw, taking 4d10 radiant damage on a
exhaus�on, frightened, grappled, poisoned, prone
failed save, or half as much damage on a successful one. A
Senses darkvision 60 �., Passive percep�on 11
creature must also make this saving throw whenever it ends
Languages –––
its turn in the cylinder.
Challenge 7 (2,900 XP)
If the living spell is within 60 feet of the cylinder, it can
move it up to 60 feet as a bonus ac�on on its turn. The light
Amorphous. The living spell can move through a space as
lasts for 1 minute, or un�l the living spell uses this ability
narrow as 1 inch wide without squeezing.
again.
Illumina�on. The living spell sheds bright light in a 30-foot
radius and dim light for 30 feet beyond that.

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