b'Possessed Pillar \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  95 (10d10 + 40)  Speed  20 ft.\n'b' STATS STR: 20 (+5) DEX:  8 (-1)  CON:  19 (+4)  INT:  3 (-4)  WIS:  11 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  120 ft., passive  Perception  10  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  7 (2,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Construct Nature . The possessed pillar doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Divine Fists . The possessed pillar\xe2\x80\x99s weapon attacks are magical. When the pillar hits with a Slam  attack , the Slam deals an extra 2d8 necrotic damage or radiant damage (included in the  attack ), the pillar\xe2\x80\x99s choice. \n'b'  False Appearance . While the pillar remains motionless, it is indistinguishable from a statue or a carved column. \n'b'  Immutable Form . The pillar is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The pillar has advantage on saving throws against spells and other magical effects. \n'b'  Magnetic Body . The eldritch magic powering the possessed pillar causes the pillar\xe2\x80\x99s body to produce a minor magnetic field. When a creature hits the pillar with a weapon made of metal, it must succeed on a DC 15  Strength  saving throw or the weapon sticks to the pillar. If the creature can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, it is also stuck to the pillar and  restrained . A stuck weapon can\xe2\x80\x99t be used. A creature can take its action to remove one metal object from the pillar by succeeding on a DC 15  Strength  check. The pillar can release one creature or metal object stuck to it as a bonus action. If the pillar dies, all creatures and metal objects stuck to it are released. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The possessed pillar makes two Slam attacks. \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) necrotic damage or radiant damage (the pillar\xe2\x80\x99s choice). \n'b'\n'b' ABOUT \n'b' This ancient animal-headed pillar is engraved with weathered symbols from ancient empires. \n'b'  Animal Headed . Possessed pillars are carved from enormous blocks of stone to look like animal-headed gods of ancient pantheons or sometimes demonic figures of zealous cults. The most common are the jackal-faced and the ibis-headed variants, but pillars with baboon, crocodile, elephant, or hawk heads also exist. \n'b'  Hijacked by Cults . Some such pillars are claimed by various cults and carved anew with blasphemous symbols or smeared with blood, oils, and unguents as sacrificial offerings. \n'b'  Weapon Donations . Priests claim the weapons stolen by the pillars and distribute them to temple guards or sell them to fund temple activities.'