Large construct, Unaligned
| Armor Class | 20 (natural armor) |
|---|---|
| Hit Points | 52 (5d10 + 25) |
| Speed | 0 ft., fly 60 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 10 (+0) | 20 (+5) | 1 (-5) | 10 (+0) | 1 (-5) |
| Saving Throws | Dex +2, Wis +2 |
|---|---|
| Skills | Perception +2, Stealth +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; unconscious |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | — |
| Challenge | 4 |
The living spell has advantage on saving throws against spells and other magical effects.
The living spell doesn't require air, food, drink, or sleep.
Melee Spell Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks.
The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until the grapple ends, the target takes 15 (2d6 + 8) bludgeoning damage at the start of each of its turns. The living spell can grapple only one creature at a time and can't use Force Fist until the grapple ends.