b'Pillar of the Lost Magocracy \n'b' This pale gray, angular, stone column dominates the horizon, eldritch sigils decorating its surface. As night descends, these glyphs glow with an unearthly pinkish-white light. \n'b'  Huge   construct ,  chaotic neutral  \n'b'  Armor Class  14 (natural armor)  Hit Points  90 (12d12 + 12)  Speed  0 ft. (immobile)\n'b' STATS STR: 9 (-1) DEX:  1 (-5)  CON:  13 (+1)  INT:  18 (+4)  WIS:  8 (-1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +3,  Wisdom  +1  Skills   Arcana  +6,  History  +6  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  120 ft., passive  Perception  9  Languages  understands Common but can\xe2\x80\x99t speak, telepathy 120 ft.  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Mental Agility . The pillar uses its  Intelligence  instead of its  Dexterity  to determine its place in the  initiative  order. \n'b'  Shocking Vengeance . A creature that touches the pillar or hits it with a  melee attack  while within 5 feet of it takes 3 (1d6) lightning damage. \n'b'  Actions \n'b'   Anger of the Ancient Mage . The pillar of lost magocracy unleashes a random magical attack on a target or area within 120 feet. Roll a d4 to determine the effect:\n'b'\n'b'   Mutant Plants . Grasping tendrils of alien vegetation sprout from the ground in a 20-foot radius centered on a point the pillar can see within 120 feet. The area becomes  difficult terrain , and each creature in the area must succeed on a DC 14  Strength  saving throw or become  restrained . Treat as an  entangle  spell, except it only lasts for 2d4 rounds. \n'b'  Acid Rain . Corrosive acid falls from the sky centered on a point the pillar can see within 120 feet. Each creature in a 20-foot-radius, 40-foot-high cylinder must make a DC 14  Dexterity  saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one. \n'b'  Noxious Cloud . The pillar creates a 20-foot-radius sphere of reddish, stinging mist centered on a point it can see within 120 feet. The area is heavily  obscured , and each creature inside the cloud at the start of its turn must make a DC 14  Constitution  saving throw. On a failed save, the creature takes 13 (3d8) poison damage and is  blinded  until the start of its next turn. On a success, the creature takes half the damage and isn\xe2\x80\x99t  blinded . The cloud lasts for 1d4 rounds. \n'b'  Shrinking Ray . A bright green ray strikes a single creature within 120 feet. The creature must succeed on a DC 14  Constitution  saving throw or be shrunk to half its size. Treat as an  enlarge/reduce  spell, except it lasts for 2d4 rounds. \n'b'\n'b'  About \n'b'  Hazards of the Wastes . These strange pillars date back to ancient wizard kingdoms destroyed in ancient arcane wars. Each holds the insane spirit of a wizard slain during the wars. Most of the time, these spirits are half-asleep, and the pillars act as hazards, discharging magical energy at sunset and sunrise. \n'b'  Awakened Spirits . When the stars are right, however, the spirit of the ancient mage within the pillar awakens. Sworn to defend its magocracy, the spirit views nearby creatures as agents of a rival magocracy. The pillar\xe2\x80\x99s sigils glow brightly as it unleashes warped magic on nearby creatures.'