Living Divination

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.


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. A creature sharing a space with the spell has disadvantage on attack rolls, saving throws, and ability checks.
Additionally, when a creature within the spell’s space rolls a natural 1 on an attack roll on their turn, their turn immediately ends.

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 divination school.


ACTIONS

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

Curse of Failure. The spell dies, condemning a single creature within 60 ft. with a dread curse. When the cursed creature would roll a d20, it instead rolls a d12.

Prophesize. The spell foretells the fate of creature it is awareof within 60 ft. Until the end of its turn, when the creature next attempts an ability check or makes an attack, the spell can force it to roll a natural 20 or a natural 1 instead of its normal result.


Ref: TPKB1 p24