Living Transmutation

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)

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.
Challenge 11 (7,200 XP)


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 be forced to assume the form of a Small beast of the spell’s choice. The creature’s physical characteristics are replaced by the statistics of the chosen beast and the creature gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A creature reverts to its normal form when it has no more temporary hit points or it dies. If the effect ends before then, the creature loses all its temporary hit points and reverts to its original form.

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 transmutation school.


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

Petrify. The spell attempts to turn one flesh and blood creature it is aware of within 60 ft. into solid gold. The target must succeed on a DC 18 Constitution saving throw. On a failed save, the target is restrained for 1 minute as its flesh begins to harden. On a successful save, a creature isn’t affected.
A creature restrained by this affect must make another DC 18 Constitution saving throw at the end of its next turn or be turned to gold, and permanently petrified. When a creature becomes petrified by this effect, the spell dies, and additional creatures cannot become petrified by this feature.

Touch of Sloth. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: Until the end of its next turn, the target is slowed. While slowed, it can use either an action or bonus action on its turn, but not both and cannot make more than a single attack during its turn.

Ref: TPKB1 p26