Living Abjuration

Most animated spells are not, strictly speaking, a spell given life. They are agglomerations of a school of magic, compressed and contorted into a being with alien sentience. Each has a personality reflective of the school of magic that composes it. For example, a living evocation is chaotic and destructive, while a living necromancy is malevolent and corrupting. Barely a creature, a living spell flows across the landscape, subjecting everything in its path to potent magic according to its own mysterious whims.


LIVING ABJURATION

Huge construct, unaligned


Armor Class 16 (natural armor)
Hit Points 150 (12d12 + 72)
Speed 50 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 9 (-1) 22 (+6) 6 (-2) 18 (+4) 1 (-5)

Saving Throws Con +10, Wis +8
Skills Perception +8
Damage Resistances force
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, stunned, restrained, unconscious
Senses blindsight 60 ft.
Languages
Challenge 11 (7,200 XP)


TRAITS

Spellform. The spell’s body is made of pure magic. It can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. When the spell moves into a creature for the first time on a turn or a creature ends its turn within the spell's space, the creature must succeed on a DC 18 Charisma saving throw. On a failure, the creature’s material form is banished to the astral void. While banished in this way, the creature’s speed is 0, and it is incapacitated. At the start of each of its turns, the creature can attempt a DC 18 Charisma saving throw, ending the effect on a success.

Immutable Form. The spell is immune to any effect that would alter its form.

Magic Immunity. The spell is immune to spells and magical effects.


ACTIONS

Multiattack. The spell makes two dispelling strikes.

Dispelling Strike. Melee Spell Attack: +8 to hit, reach 5 ft. one target. Hit: 15 (2d10 + 4) force damage and one spell of 5th level or lower affecting the target immediately ends.

Magical Shield. The spell protects a single creature other than itself that it is aware of within 60 ft. with a magical shield. The creature gains 50 temporary hit points from the shield, and while it has temporary hit points gained in this manner, it cannot be critically hit and is immune to the stunned and unconscious conditions.


Ref: TPKB1 p23