Living Conjuration

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 CONJURATION

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 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's space 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 is teleported to any other space within 120 ft (spell’s choice). If the creature appears in a space occupied by an object or creature, it takes 4d6 force damage and is shunted to the nearest unoccupied space.

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

Magic Immunity. The spell is immune to spells and magical effects from the conjuration school.


ACTIONS

Arcane Strike. Melee Spell Attack: +8 to hit, reach 5 ft. one target. Hit: 15 (2d10 + 4) force damage.

Conjure. The spell conjures a cloud of spinning harmful materials (such as forks, nails, or bullets) in a 5 ft. cube within 60 ft. Everything in that cube must succeed on a DC 18 Dexterity saving throw or take 36 (8d8) bludgeoning, piercing, or slashing damage (spell’s choice), or half as much on a success.

Summon Creature. The spell dies, and in its place a creature with a CR of 10 or lower appears, which has the same statistics of an average member of its species. The creature has an overwhelming hatred for the enemies of the spell and cannot be compelled to act in a manner that is not hostile to the spell’s enemies.


Ref: TPKB1 p23