Living Cone of Cold
Large Construct, UnalignedAnimate Magical Effects
Habitat Any — Treasure None
Magical energies unleashed during cataclysmic battles or catastrophic experiments can cause spell effects to come to life as living spells. These beings' magical energy is persistent, and they bear features resembling those of their origin spells—usually Conjuration or Evocation spells. Living spells typically linger in the region of their creation, subsisting on ambient magical energy and lashing out at creatures they encounter.
Creating Living Spells. Living spells come in many varieties; the stat blocks here are three examples. To make a living spell from a different spell, choose a damage-dealing Conjuration or Evocation spell of level 1-5 from the Wizard spell list. Then consult the Living Spell Customization table to see which stat block to customize based on the chosen spell's level.
Now make the following changes to the stat block:
Damage Immunity. Replace the living spell's damage Immunity with Immunity to the type (or types) of damage dealt by the chosen spell.
Magical Strike. Change the damage type dealt by Magical Strike to one of the damage types dealt by the chosen spell.
Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use the spell save DC from Spell Mimicry. If the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike.
For example, if you turn Fireball (a level 3 spell) into a living spell, customize the Living Vitriolic Sphere stat block. The living fireball has Immunity to Fire damage instead of Acid damage, deals Fire damage with its Magical Strike, and replicates Fireball with Spell Mimicry.
Living Spell Customization
| Spell Level | Stat Block to Customize |
|---|---|
| 1-2 | Living Thunderwave |
| 3-4 | Living Vitriolic Sphere |
| 5 | Living Cone of Cold |
Accompanied by blasts of frigid wind, a living cone of cold seeks sources of heat—such as living creatures—to freeze solid.
AC 15
Initiative +2 (12)
HP 105 (10d10 + 50)
Speed 25 ft., Fly 25 ft. (hover)
STR
10 (+0)
Save +0
DEX
15 (+2)
Save +2
CON
20 (+5)
Save +5
INT
3 (-4)
Save -4
WIS
11 (+0)
Save +0
CHA
6 (-2)
Save -2
Immunities Cold; Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Poisoned, Prone, Restrained
Senses Passive Perception 10
Languages None
CR 7
Traits
Amorphous. The living spell can move through a space as narrow as 1 inch without expending extra movement to do so.
Magic Resistance. The living spell has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The living spell makes two Magical Strike attacks.
Magical Strike. Melee Attack Roll: +8, reach 10 ft. Hit: 27 (5d8 + 5) Cold damage.
Spell Mimicry (Recharge 5-6). Constitution Saving Throw: DC 16, each creature in a 60-foot Cone. Failure: 36 (8d8) Cold damage. Success: Half damage.