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Monster

Reliquary Lord of the Pale Manse

The Hollowed Court does not waste its honored dead. Skull by skull and rib by rib, the continued are grown into a Huge reliquary golem — a walking ossuary-cathedral, mute and dutiful, that guards the Pale Manse and tolls like a bell when it kills. Ashveil calls it a servant. It was, once, a hundred people who thought the same of themselves.

CR
15 (XP 13,000)
Type
Construct
AC
18
HP
287
Habitat
Mycelial Deep

Huge Construct, Unaligned

AC 18 Initiative -1 (9)
HP 287 (25d12 + 125)
Speed 30 ft.

STR 22 +6 / +11DEX 8 -1 / -1CON 20 +5 / +10INT 6 -2 / -2WIS 14 +2 / +2CHA 10 +0 / +0

Immunities Necrotic, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft.; Passive Perception 12
Languages Understands Common and Undercommon but can't speak
CR 15 (XP 13,000; PB +5)

Traits

Immutable Form. The reliquary lord can't shape-shift or be transformed against its will.

Siege Monster. The reliquary lord deals double damage to objects and structures.

Reliquary Ward. The reliquary lord has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The reliquary lord makes two Reliquary Fist attacks and one Stomp attack.

Reliquary Fist. Melee Attack Roll: +11, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage plus 9 (2d8) Force damage.

Stomp. Melee Attack Roll: +11, reach 5 ft. Hit: 17 (2d10 + 6) Bludgeoning damage, and the target has the Prone condition.

Skull-Toll (Recharge 5–6). The reliquary lord tolls its cathedral of skulls. Constitution Saving Throw: DC 18, each creature in a 30-foot Emanation. Failure: 36 (8d8) Thunder damage, and the target has the Stunned condition until the end of its next turn. Success: Half damage only.

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