A monstrance is a guardian built by a church, to protect their holy relics. Made of fine materials and often decorated with gilt and gems, they appear to be a part of the church itself. When dormant, they fold themselves into the shape of a masterfully-crafted small shrine, but if someone attempts to take their holy object without speaking a particular phrase, it will animate and attack those who remain nearby.
The tiny spark of animating spirit within is often proud and desires to do its purpose. MONSTRANCE Large construct, unaligned Armour Class 18 (natural armour) Hit Points 142 (15d10 + 60) Speed 20ft. Str 19 (+4); Dex 16 (+3); Con 19 (+4); Int 7 (-2); Wis 12 (+1); Cha 5 (-3) Proficiency bonus +4 Damage Resistance necrotic, radiant Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, prone Senses Blindsight 30ft., tremorsense for the entirety of its location (blind outside this area), passive Perception 11 Languages Understands commands in Common but can't speak Challenge 9 (5,000 XP) Bound. The monstrance is magically bound to a single location (usually around 100ft. x 100ft., but sometimes a larger building or region) when constructed, and built around a specific magical item or relic. Attempts to remove this object have disadvantage (Athletics or Sleight of Hand checks, tool proficiency checks, and similar). As long as the specific item or relic and the monstrance are on the same plane, the monstrance telepathically knows the distance and direction to the item. While the monstrance is within 60 feet of the item, half of any damage dealt to the item (rounded up) is dealt to the monstrance instead. Command Phrase. When created, the monstrance is enchanted with a phrase sacred to the faith that crafts it. The monstrance will allow its bound item to be taken from it only if the phrase is spoken, otherwise it animates and becomes hostile immediately. False Appearance. While the monstrance remains dormant and motionless, it is indistinguishable from a built feature of architecture- a shrine, altar, or similar construction. It can shift into its animated form or back as a bonus action at the start of its turn. Guidance. The monstrance is empowered by the magical properties in the item it guards. While it holds the item around which it is built, it gains the effect of a Guidance spell at the start of each of its turns. Magical weapons. A monstrance's attacks are magical, and deal an additional 2d6 points of necrotic or radiant damage (chosen when created) on a hit, which is included in the statistics below. Regeneration. While the monstrance is within its bounded location, it regenerates 15 hit points at the start of its turn if it has at least 1 hit point. ACTIONS Multiattack. The monstrance can make two slam attacks. Slam. Melee weapon attack: +8 to hit, each 5ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and 7 (2d6) radiant or necrotic damage. Updated from the original version of the Monstrance, published on on 16 November 2018. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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