Small construct, Chaotic Evil
| Armor Class | 14 (natural armor) |
|---|---|
| Hit Points | 67 (9d6 + 36) |
| Speed | 0 ft., fly 30 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 16 (+3) | 19 (+4) | 6 (-2) | 10 (+0) | 3 (-4) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison; bludgeoning, piercing, slashing from nonmagical attacks |
| Condition Immunities | blinded; deafened; exhaustion; grappled; paralyzed; petrified; poisoned; restrained; unconscious |
| Senses | darkvision 60 ft., passive Perception 10 |
| Languages | — |
| Challenge | 8 |
The living spell has advantage on saving throws against spells and other magical effects.
The living spell can move through any barrier, even a wall of magical force.
The living spell doesn't require air, food, drink, or sleep.
Melee Spell Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 26 (4d12) force damage, unless the living spell rolled an 18 or higher on the d20 for the attack, in which case the attack is a critical hit that deals 78 (12d12) force damage instead.
The living spell makes a melee attack against a creature that starts its turn within 5 feet of the living spell.