Living Enchantment

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. 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 Wisdom saving throw or become charmed for 1 minute. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success.

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 enchantment school.


ACTIONS

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

Dominate. The spell establishes a telepathic link to a creature charmed by it within 120 ft. While the creature is charmed, the spell can use this telepathic link to issue commands to the creature (no action required), which it does its best to obey. The spell can specify a simple and general course of action, such as attack that creature, run over there, or fetch that object. If the creature doesn’t receive directives from the spell, it defends and preserves itself to the best of its ability. At the start of the spell’s next turn, the telepathic link ends.

Enslave. The spell dies, casting the spell geas on each creature of its choice within 120 ft. (Spell save DC 18). The command given by this spell is always to serve the creator of the spell to the best of a target’s ability. If the spell has no creator, it instead commands a target according to the DM’s discretion.


Ref: TPKB1 p24