Living Spells

by xXLordRadishXx

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Living Healing Word

Tiny construct, unaligned


  • Armor Class 12
  • Hit Points 7 (1d8+2)
  • Speed 25 ft., fly 25 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 3 (-4) 6 (-2) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities radiant
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
  • Senses darkvision 60 ft., passive Perception 8
  • Languages -
  • Challenge 1/4 (100 XP)

Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.

Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.

Actions

Magical Strike. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) radiant damage.

Spell Mimicry (Recharge 5–6). The living spell unleashes a small burst of energy of healing magic. A creature of the living spell's choice regains 1d4+2 health.

Variant: Living spell familiar

Some low level living spells are willing to serve spellcasters as a familiar, gaining all the benefits of the Find Familiar spell. At any given time and for any reason, the living spell can end its service as a familiar. Living Healing Words are the most common types of familiars among living spells.


Living Bigby's Hand

Large construct, unaligned


  • Armor Class 20
  • Hit Points 101 (10d12+36)
  • Speed 25 ft., fly 25 ft. (hover)

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 20 (+5) 3 (-4) 6 (-2) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities force
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
  • Senses darkvision 60 ft., passive Perception 8
  • Languages -
  • Challenge 7 (2900 XP)

Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The living spell makes two melee spell attacks

Clenched Fist. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 4 (4d8 + 5) force damage.

Forceful Hand. The hand attempts to push a creature within 5 feet of it. The target must make a strength check contested by the hand's Strength (Athletics) check. If the target is Medium or smaller, the hand has advantage on the check. If hand succeeds, it pushes the target away up to 30 feet. The hand moves with the target to remain within 5 feet of it.

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. If the target is Medium or smaller, the hand has advantage on the check. While the hand is grappling the target, it can use a bonus action to crush it. When it does so, the target takes (2d6 + 5) bludgeoning damage


Living Misty Step

Medium construct, unaligned


  • Armor Class 18
  • Hit Points 34 (5d8+12)
  • Speed 25 ft., fly 25 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 3 (-4) 6 (-2) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities force
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
  • Senses darkvision 60 ft., passive Perception 8
  • Languages -
  • Challenge 2 (450 XP)

Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.

Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.

Actions

Magical Strike. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) radiant damage.

Spell Mimicry (Recharge 5–6). The living spell surrounds a creature it can see within 10 of it. It then teleports up to 30 away to an unoccupied space it can see. It then releases the target and moves to an unoccupied space 5 ft away from the target

Reactions

Blink. When an attack would hit the living spell, it can use its reaction to impose disadvantage on the attack, provided that the it could see the attacker. Whether the attack hits or misses, the living spell teleports up to 15 ft away to unoccupied space it can see.


Living Meteor Swarm

Huge construct, unaligned


  • Armor Class 19
  • Hit Points 333 (18d20+144)
  • Speed 25 ft., fly 25 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 26 (+7) 3 (-4) 6 (-2) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
  • Senses darkvision 60 ft., passive Perception 8
  • Languages -
  • Challenge 19 (22,000 XP)

Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The living spell makes three magical strikes

Magical Strike. Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (5d6 + 8) fire damage.

Spell Mimicry (Recharge 6). A blazing orb of fire plummets to the ground at a point the living spell can see within 200 ft. Each creature in a 40 foot radius sphere centered on the point it chose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

 

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