Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue.
Touch of Chaos. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: Roll 1d6 to determine the effect:
• 1 bless (as the spell)
• 2 bane (as the spell)
• 3 flesh to stone (as the spell)
• 4 magical gift (see below)
• 5 enhance ability (as the spell, ability chosen randomly)
• 6 contagion (as the spell)
Spell save DC 12, durations are permanent unless dispelled or otherwise magically reversed.
The magical gift will be one of the following (roll 1d8):
• 1 Brooch of Shielding, DMG p. 156
• 2 Chime of Opening, DMG p. 158
• 3 Driftglobe, DMG p. 166
• 4 Figurine of Wondrous Power – Amber Phoenix (See Appendix D: New Items)
• 5 Medallion of Thoughts, DMG p. 181
• 6 Periapt of Health, DMG p. 184
• 7 Ring of Warmth, DMG p. 193
• 8 Stone of Good Luck, DMG p.205
Once a statue uses its Touch of Chaos, it returns to its original placement and becomes inanimate.
Description
Living statues are animated sculptures. They may take any form, but are often humanoid.
Castle Amber (The Main Chapel)
Conversion Guide and Expansion
Original Adventure by Tom Moldvay
Conversion to 5e and Expansion Notes by Stuart Broz
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