Large construct,
- Armor Class
- 19 (natural armor)
- Hit Points
- 95 (10d10 + 40)
- Speed
- 25 ft.
- Saving Throws
- Wis +8
- Damage Resistances
- acid; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- cold; necrotic; poison
- Condition Immunities
- charmed; exhaustion; frightened; paralyzed; petrified; poisoned
- Senses
- darkvision 60 ft., passive Perception 14
- Languages
- the languages the {@creature eidolon|MPMM} knew in life
Traits
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 DC 18 Intelligence (Investigation) check to discern that the statue isn't an object.
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.
Without an eidolon inside, the statue is an object.
The statue doesn't require air, food, drink, or sleep.
Actions
The statue makes two Slam or Rock attacks.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.
Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.