Living Illusion

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. The spell can assume the image of any creature or object of Huge size or smaller and is visually indistinguishable from an “ordinary” version of the image it has assumed. Additionally, as a bonus action the spell can become invisible until it takes an action.

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 illusion school.


ACTIONS

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

Microcosm. One flesh and blood creature the spell is aware of within 5 ft. of it must succeed on a DC 18 Charisma saving throw or a fragment of illusion magic infects its mind; the spell then disappears, entering the target’s mind, and the target’s vision is replaced by a hallucinatory reality crafted by the spell. While infected in this manner, the creature can perceive only what the spell allows it to see, creating tactile, visual, and auditory hallucinations that are indistinguishable from reality. The infection lasts for 24 hours, and at the end of each hour an infected creature can attempt a DC 18 Wisdom saving throw, ending the effect on a success. When the effect ends, the spell dies.

Terrify. The spell momentarily assumes the shape of a horrifying visage, terrifying those that behold it. Each creature that can see the spell must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. While frightened in his manner, a creature must take the Dash action and move away from the spell by the shortest possible route on each of its turns. If a creature ends its turn in a location where it doesn’t have line of sight to the spell, it can make a DC 18 Wisdom saving throw, ending the effect on a success.


Ref: TPKB1 p27