Medium Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 40 ft.
STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 6
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic .eld. 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.

Flowing Movement. Crystal living statues are often designed to perform specific dances. When dancing, they use Dexterity for checks and have advantage on Dexterity (Performance) checks.

False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue.

Shard Blast. As a reaction when the statue is first reduced to less than one half of its maximum hit points, it may spray shattered crystal shards in a 10 ft. radius. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.

 

Actions

Multiattack. The statue makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Description

Living statues are animated sculptures. They may take any form, but are often humanoid.

Castle Amber (Random Encounters)

Conversion Guide and Expansion
Original Adventure by Tom Moldvay
Conversion to 5e and Expansion Notes by Stuart Broz

Cacciatore

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