Living Temple

Gargantuan construct, lawful neutral

Armor Class

19 (natural armor)

Hit Points

333 (18d20 + 144)

Speed

50 ft.

STR

27 (+8)

DEX

6 (-2)

CON

26 (+8)

INT

4 (-3)

WIS

14 (+2)

CHA

3 (-4)

Damage Immunities

poison, psychic

Condition Immunities

blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained, unconscious

Senses

passive Perception 10

Saving Throws

Str +14, Con +14, Wis +8

Languages

--

Challenge

20 (24,500 XP)

Enchanted Structure. While unmoving, the temple is indistinguishable from an ordinary worn stone temple. It does not activate until a specific set of conditions, specified by its creator, are met.

Hollow Body.* The temple’s body is filled with stone corridors and chambers. Creatures can ascend the inner portions of the temple by using their climb speed and moving along the thick overgrowth and worn stone within. The temple has vulnerability to bludgeoning and thunder damage from within its body.

Guardian Orb. The temple holds a large green orb that gives it life and power. If the temple would be reduced to 0 hit points, but the orb is not destroyed, the temple is instead reduced to 1 hit point. The orb has 15 AC and must be dealt 30 points of damage in a single round of combat to be destroyed. This orb is housed within a stone chamber 100 feet up that forms the temple’s head. This orb exudes bright green light in a 20-foot radius and dim light for an additional 20 feet. The room containing the orb has a single 3 ft. by 3 ft. square entrance on the back of the temple’s head.

Actions

Multiattack. The temple makes two attacks: one with its slam and one with its crush.

Slam. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage. Creatures within the temple’s arms take 17 (2d12 + 4) bludgeoning damage from the impact.

Crush. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Creatures within the temple’s legs take 15 (2d10 + 4) bludgeoning damage from the impact.

Hurl Debris. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 47 (6d12) + 8 bludgeoning damage.

Leaping Smash (Recharge 5-6). The temple leaps into the air and slams down, creating a powerful shockwave in a 30-foot radius. Each creature in that area that is not within the temple, must make a DC 22 Dexterity saving throw, taking 55 (10d10) bludgeoning damage and being knocked prone on a failed save, or half as much damage and not knocked prone on a successful one. Creatures within the temple when it makes this attack must succeed on a DC 18 Strength saving throw or slide 20 ft. down the temple. Succeed or fail, all creatures within the temple take 22 (4d10) bludgeoning damage.

Guardian Beam (3/Day). The temple temporarily exposes the guardian orb in its head to unleash a deadly attack. A streak of brilliant green light flashes out from the orb in a 10-foot-wide, 150-foot-long line. The temple moves this beam up to 30 feet in a straight line before it runs out of energy. Each creature touched by the beam must make a DC 22 Constitution saving throw. On a failed save, the creature takes 54 (12d8) radiant damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn’t blinded by the beam. The temple can’t use this ability if the guardian orb has been destroyed.

Change Shape. The temple magically transforms into a 100 foot tall humanoid structure, or back into its temple form. It reverts to temple form if it dies. Any creatures within the temple when it transforms into its humanoid form must succeed on a DC 16 Strength saving throw or fall down to the bottom of the temple, taking 3 (1d6) bludgeoning damage for every 10 feet they fall when doing so. On a success, they find something to grab hold of and do not fall.

Legendary Actions

The temple can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The temple regains spent legendary actions at the start of its turn.

Slam or Crush. The temple makes one slam or crush attack.

Trigger Interior Dart Traps (Costs 2 Actions). The temple activates a series of dart traps within its body. Anyone within the bounds of the temple must succeed on a DC 22 Dexterity saving throw or take 10 (1d4 + 8) piercing damage and 22 (4d10) poison damage.

Guardian Beam (Costs 3 Actions). The temple uses its guardian beam.

gargantuan
construct
cr20
nerzugals-extended-bestiary