Living Necromancy

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 NECROMANCY

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 necrotic, 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 Constitution saving throw or take 33 (6d10) necrotic damage, or half as much on a success. Additionally, living creature’s in the spell’s area cannot regain hit points.

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 necromancy school.


ACTIONS

Multiattack. The spell makes two death touch attacks.

Death Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (6d8+4) necrotic damage.

Exterminate. One living creature the spell is aware of within 5 ft. of it must attempt a DC 18 Constitution saving throw, taking necrotic damage equal to its hit point maximum on a failed saving throw or half as much on a success. If the creature fails the saving throw by 10 or more, it dies instantly. The spell then dies.


Ref: TPKB1 p25