Living Temple

by hideoushummingbird

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"Wayfaring Temple" by Peter Mohrbacher


Living Temples

(from Planeswalker's Guide to Return to Ravnica, published August 22 2012.)

These are moderately sized to enormous organic elementals that dwell beneath the ground and exist for most of their lives as root structures with their aboveground vines and tendrils holding masonry in place. This masonry is often a temple or an amphitheater that Selesnyans use in day-to-day life. If threatened, a priest or shaman can summon the living temple and the whole elemental rises from under the earth, the chunks and pieces of masonry still incorporated into its body for use as armor or weapons. After it defeats its foes, the living temple then returns under the earth and assembles its stonework back into place as if nothing had happened.


Living Temple

Huge elemental, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 218 (19d12 + 95)
  • Speed 30 ft. (0 ft. in temple form)

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 20 (+5) 3 (-4) 13 (+1) 1 (-5)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands the languages of its creator but can't speak
  • Challenge 16 (15,000 XP)

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

Magic Weapons. The temple's weapon attacks are magical.

False Appearance (Temple Form Only). If the temple is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the temple move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that it isn't a normal Selesnyan temple.


Actions

Multiattack. The temple makes two melee attacks and uses Limestone Prison.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Tendril. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage and the target is grappled (escape DC 20) if it is a Huge or smaller creature. The temple has four tendrils, each of which can grapple only one target.

Limestone Prison. The temple imprisons all Large or smaller creatures it has grappled, trapping them inside its body. While imprisoned, a creature is restrained, it is no longer grappled, it has total cover against attacks and other effects outside the temple, and it takes 11 (2d10) bludgeoning damage at the start of each of the temple's turns. Two Large, four Medium or eight Small creatures can be imprisoned at a time. An imprisoned creature can try to escape by using an action to make a DC 20 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the temple.

Shapechanger. The temple can use its action to polymorph into a Huge temple or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.


"Temple Garden" by Titus Lunter
 

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