Sacred Statue
Large Construct, {'special': "as the eidolon's alignment"}AC 19 (natural armor)
HP 95 (10d10 + 40)
Speed 25 ft.
STR
19 (+4)
Save +4
DEX
8 (-1)
Save -1
CON
19 (+4)
Save +4
INT
14 (+2)
Save +2
WIS
19 (+4)
Save +8
CHA
16 (+3)
Save +3
Saving Throws WIS +8
Resistances Acid; Fire; Lightning; Bludgeoning, Piercing, Slashing (from nonmagical attacks)
Immunities Cold; Necrotic; Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses darkvision 60 ft., Passive Perception 14
Languages the languages the eidolon knew in life
CR ?
Traits
False Appearance. If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the statue move or act, that creature must succeed on a 18 Intelligence (Investigation) check to discern that the statue isn't an object.
Ghostly Inhabitant. The eidolon that enters the statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.
Inert. Without an eidolon inside, the statue is an object.
Unusual Nature. The statue doesn't require air, food, drink, or sleep.
Actions
Multiattack. The statue makes two Slam or Rock attacks.
Slam. 8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.
Rock. 8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.