Sacred Statues
Living Sacred Statues are enigmatic beings, often believed to be crafted by ancient deities or by priests with the power to imbue life into stone. These statues, made primarily of marble, granite, or jade, often resemble revered figures, gods, or guardian spirits, standing as silent sentinels in forgotten temples, on pilgrimage routes, or at the entrance to holy cities. Many bear ornate details, including inscriptions of prayers, intricate jewelry, or symbols of power that can glow faintly when they are awakened.
Tier 4
Living Sacred Statue
Medium, Construct/ Celestial
Tier 4, Challenge Point 10, XP: 40
Attributes
AC 17 AP 3 HP 87 Posture 47
- Damage Immunities Brain, Bleed, Poison, Psychic
- Damage Resistances: Fire, Light, Slash
- Damage Weakness Acid
- Passive Insight/ Perception 17
- Sense Dark Vision, True Vision
- Language Celestial Speech
Movement
Base 20 Climb/ Swim 25 Dash 50 Stats + Skills
STR +7 DEX +7 INT -2 WIS +7 CHA -2
- LU +3: Luck Points: 3; Critical Fail: 1
Abilities
- Beyond Time: You are unaffected by the effects of chronomancy spells.
- Camouflage While you are motionless, you appear to be a sacred statue. A creature that attempts to analyze you must succeed on an Investigation Check (DC 18) to notice that you're alive.
- Curse Immunity You are immune against being cursed
- Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 2d8 light damage.
- Stone Endurance You are immune against being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned
- Double Heads You gain advantage on all your Perception Checks, and you also have 2 Reactions, but cannot use all of them at once.
- You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted.
Actions (3)
- Chakram: Hit +7, Dmg 1d10 slash + 4 light
- Throw Weapon (20/120)
- Favorite Weapon: You gain advantage to all Attacks you make when throwing this weapon.
- Nunchaku: Hit +7,Dmg 1d10 strike + 4 light
- Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.
- TwoHanded: Needs two hands to be wielded.
Bonus Action
- Nunchaku: Hit +7,Dmg 1d4 strike + 4 light
- Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.
- TwoHanded: Needs two hands to be wielded.
Reactions (2)
Golden Sacred Statue
Enormous, Construct/ Celestial
Tier 4, Challenge Point 40, XP: 160
Attributes
AC 16 AP 3 HP 330 Posture 170 Mana 4
- Damage Immunities Brain, Bleed, Poison, Psychic
- Damage Resistances: Fire, Light, Slash
- Damage Weakness Acid, Dark
- Passive Insight/ Perception 20
- Sense Dark Vision, True Vision
- Language Celestial Speech
Movement
Base 20 Climb/ Swim 25 Dash 50 Stats + Skills
STR +10 DEX -3 INT -2 WIS +10 CHA -2
- LU +3: Luck Points: 3; Critical Fail: 1
Villain Action
- Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
Abilities
- Beyond Time: You are unaffected by the effects of chronomancy spells.
- Camouflage While you are motionless, you appear to be a sacred statue. A creature that attempts to analyze you must succeed on an Investigation Check (DC 18) to notice that you're alive.
- Curse Immunity You are immune against being cursed
- Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 2d8 light damage.
- Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 18), or be pushed 10 feet away and become Stunned and Knocked Prone.
- Metal Endurance You are immune to being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned.
- Additionally, after taking any fire damage, your Attacks deal an extra 1d8 fire damage for 1 turn.
- Triple Heads You gain advantage on all your Perception Checks, and you also have 3 Reactions, but cannot use all of them at once.
- You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted.
- Spell Skill Spell Hit: +10, Spell DC (18)
Actions (3)
- Cleansing Palm Hit +10, Dmg 3d12 strike + 4 light
- Ignite: On a hit, that target becomes Ignited (1d6).
- Metal Roar All creatures within 60 feet of you must make an Endurance Save (DC 18), taking 4d12 sonic damage on a fail, or half as much on a success.
- A creature that takes this sonic damage must also succeed on an Insight Save (DC 18), or become Scared of you for 1 turn.
- Triumph: This Action has a limit of once per round.
- Cast Spell You can cast the following spells:
- Level 2 (2 Mana): Slow
Reactions (3)
- Bright Look Before a creature Attacks you, you can use your Reaction to throw light on its face. That creature must then succeed on a Reflex Save (DC 18), or become completely Blinded for 1 turn.