Idolic Deity

Small construct, neutral evil

Armor Class

17 (natural armor)

Hit Points

90 (12d6 + 48)

Speed

0 ft., fly 30 ft.

STR

14 (+2)

DEX

20 (+5)

CON

18 (+4)

INT

10 (+0)

WIS

11 (+0)

CHA

20 (+5)

Damage Immunities

poison

Damage Resistances

cold; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Vulnerabilities

fire

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft., passive Perception 10

Saving Throws

Wis +3

Skills

Deception +8, Stealth +8

Languages

telepathy 60 ft.

Challenge

8 (3900 XP)

Stealth in darkness. The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness.

Apostasy Aura. The idolic deity’s presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect.

Incorporeal Movement. The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Shadow Stealth. While in dim light or darkness, the idolic deity can take the Hide action as a bonus action.

Actions

Multiattack. The idolic deity uses Seduce the Righteous and makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage.

Seduce the Righteous. The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle.

small
construct
cr8
tome-of-beasts