Huge Celestial, Lawful Good
Armor Class 19 Natural armor
Hit Points 230 (23d10 + 70)
Speed 50 ft.
STR
18 (+4)
DEX
9 (-1)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws STR +9, CON +8, INT +10
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Condition Immunities Exhaustion, Poisoned, Unconscious
Senses Passive Perception 9
Languages All All
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Divine awareness. The  awakened lighthouse knows when it hears a lie. 

Spellcasting. The awakened lighthouse is a 3-level spellcaster. Its spellcasting ability is int (spell save DC 14, +1 to hit with spell attacks). The awakened lighthouse has the following spells and cantrips prepared:

Cantrips (at will) Eldritch blast, Poison spray

1st level (4 slots) Bless, Magic missile, Purify food and drink, sleep

3rd level (3 slots) Animate dead, Lightning bolt, Fireball

5th level(2 slots) Planar Binding, mass cure wounds

7th level (4 slots) Finger of death, Prismatic spray, Reverse gravity, Teleport,Conjure celestial

9th level(4 slots) Power word kill, Storm of vengance, Imprisonment, Wish

Actions

 Move. The awakened lighthouse  moves up to its walking speed of 50 ft.

Punch. +4 to hit. hit: 1d6+1 bludgeoning dmg.

Boulder hurl.  the target must succeed on a DC 15  dex. (acrobatics) saving throw or take 1d12 bludgeoning damage and be knocked prone.

Blinding ray. +1 to hit during day, -5 to hit during night. the target must succeed on a dc 12 con. saving throw or take 1d4 radiant dmg and be blinded for the next 3 turns. on each of its turns, the target can repeat the saving throw and end the blindness on a success. 

Reactions

Trigger: Mold earth  is cast on the awakened lighthouse. Result: The player that cast the spell on it rolls a d20 and gives the result to the DM. On a 1-9, the awakened lighthouse heals 2d12-1 hp and the spell does not go into effect. On a 10-18, the awakened lighthouse takes 2d12+1 necrotic dmg before the spell takes effect, then the spell takes effect normally.

Trigger: Any player speaks to the awakened lighthouse in undercommon. Result: The player gets +1 to persuasion checks on the awakened lighthouse due to undercommon being the language of its worshippers, the Kuo-Toa. 

Legendary Actions

 

Legendary resistance. (3 per day) If the awakened lighthouse fails a saving throw, it can choose to succeed instead.

Description

A 25 foot tall living lighthouse. it has 2 arms and 2 legs. basically a 25 ft human made of stone, brick and dirt, with the head of a lighthouse. its eye is the spotlight of the lighthouse. It was created when the Kuo-Toa of the local area started to worship the lighthouse at sanoggi beach. it became Alman-Al Flibbergibbet, the god of the seven seas. It is extremely dangerous, but usually is a benevolent presence among the locals.

Lair and Lair Actions

a beach.

Lair Actions

On initiative count 13 (losing initiative ties), the awakened lighthouse takes a lair action to cause one of the following effects. The awakened lighthouse  can’t use the same effect two rounds in a row:

  • 1d4 skeletons appear out of the water.
  • it resolves the battle and forgives the adventurers for its idiocy, and heals them with its godly powers.

Regional Effects

The region containing the awakened lighthouse''s lair is altered by its celestial ocean magic, which creates one or more of the following effects:

  • the seawater is shiny, and emits a light glow. anyone who drinks it will take 1d4 radiant damage.
  • there are always light gray clouds in a 45 ft. circle around it. 

If the awakened lighthouse dies, these effects fade over the course of 1d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
3/3/2020 2:49:43 AM
4
1
5e
Coming Soon
8/4/2020 9:00:01 PM
40
2
5e
Coming Soon

Monster Tags: Titanconstruct

Habitat: CoastalGrasslandHill

murfALISHIS

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