TEXT:  
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   1 
  LIVING SPELLS 
   
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  Living Spells 
  The Mourning rocked Khorvaire in 994 YK. Cyre was 
  destroyed in a single day, leaving behind a wall of gray 
  mist and a blasted, fundamentally-changed land. Soldiers 
  and civilians alike were killed if they were lucky, altered 
  horrifically if they weren’t, and magic that wove 
  throughout Cyre’s everyday life took on a life of its own. A 
  destructive, devouring life. 
  Living spells can now be found across the Mournland, 
  especially in the dead fields south of Kalazart—the now-
  called Field of Living Spells. They sometimes leak through 
  the Dead-Gray Mist, invading the shores of Lake Cyre and 
  the eastern border of Breland. Some have been captured in 
  Vathirond, sometimes transported for research and study. 
  Though rare, these living spells may possibly break out 
  and spread the Mournland’s special recipe of death in 
  Sharn, Korth, and the quiet village below the towers of 
  Arcanix. Wherever they are encountered, living spells seek 
  out to spread destruction, repeating their spell effects over 
  and over. 
  This document uses the rules presented in Eberron: 
  Rising from the Last War for living spells, converting each 
  qualifying wizard spell, as well as a few extras found in 
  other Eberron works. These living spells are presented for 
  your convenience alongside details of the magic they game 
  from, with some twists and customization to their 
  particular mechanics. 
  LIVING SPELLS 
  Living Spell 
  Challenge (XP) 
  Living acid arrow 
  1 (200 XP) 
  Living black tentacles 
  6 (2,300 XP) 
  Living chromatic orb 
  1 (200 XP) 
  Living cloud of daggers 
  1 (200 XP) 
  Living cone of cold 
  7 (2,900 XP) 
  Living dawn 
  5 (1,800 XP) 
  Living dust devil 
  1 (200 XP) 
  Living earth tremor 
  1 (200 XP) 
  Living fire shield 
  5 (1,800 XP) 
  Living fireball 
  5 (1,800 XP) 
  Living flaming sphere 
  1 (200 XP) 
  Living glitterfire 
  6 (2,300 XP) 
  Living hand 
  5 (1,800 XP) 
  Living ice knife 
  1 (200 XP) 
  Living ice storm 
  6 (2,300 XP) 
  Living immolation 
  7 (2,900 XP) 
  Living magic missile 
  1 (200 XP) 
  Living minute meteors 
  5 (1,800 XP) 
  Living scorcher 
  1 (200 XP) 
  Living scorching ray 
  1 (200 XP) 
  Living shatter 
  1 (200 XP) 
  Living sickening radiance 
  5 (1,800 XP) 
  Living snowball swarm 
  1 (200 XP) 
  Living steel wind 
  7 (2,900 XP) 
  Living storm sphere 
  5 (1,800 XP) 
  Living thunder step 
  5 (1,800 XP) 
  Living thunderwave 
  1 (200 XP) 
  Living tidal wave 
  5 (1,800 XP) 
  Living vitriolic sphere 
  5 (1,800 XP) 
  Living wall of fire 
  7 (2,900 XP) 
  Living wall of light 
  7 (2,900 XP) 
  Living witch bolt 
  1 (200 XP) 
   
  
   
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  LIVING SPELLS     2 
  Living Acid Arrow 
  Cyre’s artifice was some of the most advanced in all of 
  Galifar. Artificers trained in alchemy would often conjure 
  acid using their magic tools, dealing persisting damage to 
  enemy soldiers. The lingering magic on these artificers’ 
  tools erupted into life during the Mourning and now dart 
  through the air seeking new targets. Ruins and dead trees 
  can be found with splotchy holes bored through them by 
  the tendrils of these caustic creatures. 
   
  LIVING ACID ARROW 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities acid 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) acid damage. 
   
  Spell Mimicry (Recharge 5–6). Ranged Spell Attack: +5 to 
  hit, range 90 feet, one target. Hit: 10 (4d4) acid damage, 
  and the target takes 5 (2d4) acid damage at the end of its 
  next turn. Miss: The target takes 5 (2d4) acid damage. 
   
   
   
  Living Black Tentacles 
  More often used by Karrnath, Evard’s black tentacles locks 
  down enemies and crushes them. Now dark masses of 
  tendrils roll across blasted plains. Capable of summoning 
  even more tentacles to crush even more creatures, these 
  living spells make the last few moments of their victim’s 
  life a truly terrifying ordeal. 
   
  LIVING BLACK TENTACLES 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 57 (6d10 + 24) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  18 (+4) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances piercing and slashing from 
  nonmagical attacks 
  Damage Immunities bludgeoning 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 6 (2,300 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 21 (5d6 + 4) bludgeoning damage. The 
  target is grappled (escape DC 15). While grappled in this 
  way, the creature is restrained and takes 10 (3d6) 
  bludgeoning damage at the start of each of its turns. 
   
  Spell Mimicry (Recharge 5–6). The living spell creates a 
  swarming area of tentacles in a 20-foot square on the 
  ground, originating from it. The area remains for 1 minute 
  or until the living spell’s concentration ends (as if 
  concentrating on a spell). A creature that enters the area 
  for the first time on a turn or starts its turn there must 
  make a DC 15 Dexterity saving throw. On a failed save, a 
  creature takes 10 (3d6) bludgeoning damage and is 
  restrained while it is in the area. A creature that starts its 
  turn and is already restrained in this way takes 10 (3d6) 
  bludgeoning damage. 
  A creature restrained by the tentacles can use its action 
  to make a DC 15 Strength or Dexterity check (its choice), 
  freeing itself on a success. 
   
   
  
   
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   3 
  LIVING SPELLS 
   
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  Living Chromatic Orb 
  In a world of magic, it pays to be ready for any situation, 
  making chromatic orb a favorite of wandslingers and light 
  artillerists across the Five Nations. Instead of being used 
  by wand-wielding patriots, these orbs now flit around 
  Cyre-that-was, shifting colors at random. Many consider 
  this a beautiful sight, before the mass of energy smashes 
  into them or launches bolts of acid or fire at them. 
   
  LIVING CHROMATIC ORB 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects.  
   
  Chromatic Spell. As a bonus action, the living spell 
  chooses one of the following damage types: acid, cold, 
  fire, lightning, poison, or thunder. Until it chooses a 
  different damage type, it is immune to damage of that 
  type and its Magical Strike and Spell Mimicry both deal 
  damage of that type. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) damage with its type 
  determined by Chromatic Spell. 
   
  Spell Mimicry (Recharge 5–6). Ranged Spell Attack: +5 to 
  hit, range 90 feet, one target. Hit: 13 (3d8) damage with its 
  type determined by Chromatic Spell. 
   
   
   
  
   
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  LIVING SPELLS     4 
  Living Cloud of Daggers 
  Immobile targets were made quick work of by cloud of 
  dagger spells during the Last War, often as part of 
  ambushes or as part of magic traps. By setting down a 
  blast disc set with such spells, massive warforged titans 
  and other engines of war could be sliced open by magic 
  and made vulnerable to ranged attacks. Though some 
  blast discs may remain (to be triggered by unwary 
  adventurers in the Mournland), many of their magic effects 
  have taken on a life of their own. Flying swarms of magic 
  daggers, being conjured and disappearing over and over 
  again, move over anything that moves like swarms of 
  locusts, stripping armor and flesh and leaving nothing but 
  death in their wake. 
   
  LIVING CLOUD OF DAGGERS 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances bludgeoning and piercing from 
  nonmagical attacks 
  Damage Immunities slashing 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell swarms 
  over its enemies. For 1 minute or until the living spell’s 
  concentration ends (as if concentrating on a spell), the 
  living spell can occupy another creature’s space and vice 
  versa. A creature takes 10 (4d4) slashing damage if it 
  starts it turn in the living spell’s space or moves into it for 
  the first time on a turn. 
   
   
   
  Living Cone of Cold 
  While long-range artillery magic like shatter and fireball 
  were more common, close-ranged areas of effect were seen 
  regularly on the battlefields of Khorvaire. Frigid blasts of 
  air, once used to stop encroaching infantry in their tracks, 
  now roll across the land and freeze everything in sight. 
  While the pale, torn flesh of once-frozen corpses ranks far 
  below the most disturbing sight in the Mournland, they 
  are sure signs that a living cone of cold is nearby. However, 
  being on one’s guard may not be enough against these 
  roaming blizzards. 
   
  LIVING CONE OF COLD 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 73 (7d10 + 35) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  14 (+2) 
  3 (-4) 
  11 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities cold 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 7 (2,900 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 22 (5d6 + 5) cold damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell emits a 
  blast of cold air in a 60-foot cone. Each creature in the 
  area must succeed on a DC 16 Constitution saving throw 
  or take 36 (8d8) cold damage, or half as much on a 
  successful save. A creature killed by this cold becomes a 
  frozen statue until it thaws. 
   
   
  
   
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   5 
  LIVING SPELLS 
   
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  Living Dawn 
  Karrnath’s undead legions are especially deadly at night, 
  and vampires were not rare among their leadership, nor 
  were they rare among Karrnath’s spies and saboteurs. 
  Fortunately, magic that could conjure pure sunlight served 
  readily countered such infiltration. Though they no longer 
  sear the flesh of blood-drinkers, this magic uses its new-
  found sentience to stalk those foolish enough to scavenge 
  the ruins of Kalazart and Metrol. The great light living 
  dawn spells emit can burn the flesh and blind the eyes, 
  allowing the living spell to descend on its victims. 
   
  LIVING DAWN 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 73 (7d10 + 35) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  14 (+2) 
  3 (-4) 
  11 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities radiant 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 7 (2,900 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 22 (5d6 + 5) radiant damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell begins to 
  emit bright light, filling the area within 30 feet of it. This 
  light is sunlight. When this light appears, each creature in 
  the area must make a DC 16 Constitution saving throw. A 
  creature takes 22 (4d10) radiant damage on a failed save, 
  or half as much damage on a successful one. A creature 
  must also make this saving throw when it ends its turn in 
  this light. This light lasts for 1 minute or until the living 
  spell’s concentration ends (as if concentrating on a spell). 
   
   
   
  Living Dust Devil 
  Sands have long blown into southern Cyre from the Blade 
  Desert and the mighty plains of Talenta. This sand covers 
  streets and buildings, invades shoes and clothing, and 
  gums up moving parts. Such terrible problems require 
  magical solutions, and that magic solution was the dust 
  devil spell. Or it was. Now this once-useful magic whips 
  about the southern shores of the Mournland, clearing fine 
  debris from everything they touch. Few creatures can 
  survive such an intense cleaning. 
   
  LIVING DUST DEVIL 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances piercing and slashing from 
  nonmagical attacks 
  Damage Immunities bludgeoning 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) bludgeoning damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell creates a 
  flurry of elemental wind in the area within 5 feet of it 
  that lasts for 1 minute or until the living spell’s 
  concentration ends (as if concentrating on a spell). Any 
  creature that ends its turn in this area must make a DC 15 
  Strength saving throw. On a failed save, a creature takes 
  4 (1d8) bludgeoning damage and is pushed 10 feet away 
  from the dust devil. On a successful save, the creature 
  takes half as much damage and isn’t pushed. 
   
   
  
   
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  LIVING SPELLS     6 
  Living Earth Tremor 
  Laying down many miles of flat road is not an easy task, 
  and House Orien depends on magic to do it. Construction 
  on new trade roads and repair work on older roads 
  requires the disruption and moving of great amounts of 
  earth. In Cyre, this magic was released from arcane tools 
  by magic cataclysm, making the Mournland home to 
  living, moving, swarming earth-movers. While living earth 
  tremor spells can be tracked by the disrupted earth and 
  stone they leave in their wake, these uneven trails are best 
  avoided, as their creators react violently to anything that 
  approaches. 
   
  LIVING EARTH TREMOR 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances piercing and slashing from 
  nonmagical attacks 
  Damage Immunities bludgeoning 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) bludgeoning damage. 
   
  Spell Mimicry (Recharge 5–6). The ground shakes within 
  10 feet of the living spell. Each creature other than the 
  spell in that area must make a DC 13 Dexterity saving 
  throw or take 3 (1d6) bludgeoning damage and is knocked 
  prone. If the ground is loose earth or stone, that area 
  becomes difficult terrain until cleared, with each 5-foot 
  portion requires at least 1 minute to clear by hand. 
   
   
   
  Living Fire Shield 
  Due to the proliferation of cone of cold and fireball among 
  the Five Nation’s artilleries, protective magic was required 
  to avoid overwhelming casualties. Fire shield once kept 
  commanders, medics, and siege staff engineers safe from 
  from many forms of magic artillery, but now these 
  protective spells have some semblance of life. Despite this, 
  they still seek out and protect other creatures. 
  Unfortunately, these creatures they protect are often even 
  more dangerous than them.  
   
  LIVING FIRE SHIELD 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 57 (6d10 + 24) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  18 (+4) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks  
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  Elemental Shield. As a bonus action on its turn, the living 
  spell can choose to be warm or chill. While warm, it is 
  immune to fire damage, and while chill, it is immune to 
  cold damage. This choice also affects the living spell’s 
  Magical Strike and Spell Mimicry. 
   
  ACTIONS 
  Multiattack. The living spell makes two Magical Strike 
  attacks. 
   
  Magical Strike. Melee Spell Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 21 (5d6 + 4) fire damage if the living spell 
  is warm, or 21 (5d6 + 4) cold damage if it is chill. 
   
  Spell Mimicry (Recharge 5–6). The living spell attaches 
  itself to a willing creature within 5 feet of it. For 10 
  minutes or until it ends the effect as an action, the living 
  spell shares that creature’s space and moves with it, 
  protecting the creature. While being protected in this 
  way, the creature is resistant to cold damage if the living 
  spell is warm, or fire damage if it is chill. Whenever a 
  creature within 5 feet of the protected creature hits it 
  with a melee attack, the attacker takes 9 (2d8) fire 
  damage if the living spell is warm, or 9 (2d8) cold damage 
  if it is chill. 
  
   
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   7 
  LIVING SPELLS 
   
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  Living Fireball 
  Perhaps the most iconic spell of all, fireball cleared 
  battlefields of infantry with disturbing speed. This magic 
  broke free of the implements used to cast it as the 
  Mourning washed over them, and now it seeks to set 
  everything alight. The Field of Living Spells is home to a 
  great number of these living spells, which roll across the 
  plains and ram into the unsuspecting, engulfing them in 
  fire. 
   
  LIVING FIREBALL 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 57 (6d10 + 24) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  18 (+4) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities fire 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 21 (5d6 + 4) fire damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell explodes 
  with fire. Each creature within 20 feet of it (going around 
  corners) must make a DC 15 Dexterity saving throw. A 
  creature takes 28 (8d6) fire damage on a failed save, or 
  half as much on a successful one. The fire ignites any 
  flammable objects in the area that aren’t being worn or 
  carried. 
   
   
   
  
   
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  LIVING SPELLS     8 
  Living Flaming Sphere 
  Controlling the battlefield is important, and mages 
  wielding mobile spells like flaming sphere were a crown a 
  dozen during the Last War. These living spells now blaze 
  across the Mournland, leaving trails of flames often miles 
  long. Though they appear slow at first (and thus easily 
  avoided), many parties have made the mistake of not 
  giving them a wider berth. It does not take much to set a 
  living flaming sphere spell rolling at high speeds, smashing 
  into and burning anything in sight. 
   
  LIVING FLAMING SPHERE 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities fire 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) fire damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell erupts with 
  fire that fills the area within 5 feet of it, lasting 1 minute 
  or until the living spell’s concentration ends (as if 
  concentrating on a spell). Any creature that ends its turn 
  within this area must make a DC 13 Dexterity saving 
  throw. A creature takes 7 (2d6) fire damage on a failed 
  save, or half as much damage on a successful one. 
  As a bonus action while the fire persists, the living spell 
  can move up to 30 feet without provoking opportunity 
  attacks and ram into a creature. That creature is 
  subjected to the saving throw against the fire’s damage. 
   
   
  Living Flesh to Stone 
  In the face of petrification, death is often preferable. While 
  rare, spells like flesh to stone once served to disable 
  singular creatures, be they commanders, prestigious 
  warriors leading the charge, or warforged titans 
  threatening the walls of Metrol. Such spells now seek to 
  turn everything to stone, moving along as gray, dusty 
  clouds that fire rays of petrifying magic at oblivious “prey.” 
  Groups of petrified warriors, corpses, and strange animals 
  are scattered across the Field of Living Spells, serving as 
  an off-putting sign that terrible foes are near. 
   
  LIVING FLESH TO STONE 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 73 (7d10 + 35) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  14 (+2) 
  3 (-4) 
  11 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 7 (2,900 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 22 (5d6 + 5) necrotic damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell targets a 
  creature it can see within 60 feet of it. The target must 
  make a DC 16 Constitution saving throw as its flesh 
  begins to harden. On a failed save, the creature is 
  restrained for 1 minute while the living spell concentrates 
  (as if concentrating on a spell). 
  A creature restrained in this way repeats this saving 
  throw at the end of each of its turns. If it succeeds on its 
  saving throw against this instance of this effect three 
  times, the effect ends. If it fails three times, it is turned to 
  stone and petrified until cured by greater restoration or 
  other magic. These successes and failures do not need to 
  be consecutive. 
   
   
   
  
   
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   9 
  LIVING SPELLS 
   
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  Living Glitterfire 
  While singular effects are common, some rare living spells 
  spun into existence from multiple spells, to terrible effect. 
  Living glitterdust is one such example, combining the 
  effects of “glitterdust” (a form of magic similar to faerie fire) 
  and the ever-present fireball. These glittering clouds 
  attract adventurers, who are then overwhelmed by fire and 
  made all the easier to hit and track as they are covered in 
  magic, glowing dust.  
   
  LIVING GLITTERFIRE 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 57 (6d10 + 24) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  18 (+4) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities fire 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 6 (2,300 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 21 (5d6 + 4) fire damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell releases an 
  explosion of glittering fire at a point within 120 feet of it. 
  Each creature within 20 feet of this point must make a DC 
  16 Dexterity saving throw. A creature takes 28 (8d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
  On a failed save, a creature is coated in brightly-
  colored dust for up to 1 minute or until the living spell’s 
  concentration ends (as if concentrating on a spell). A 
  creature covered in this dust cannot benefit from being 
  invisible, and attacks against it are made with advantage. 
   
   
   
   
   
  MAKING LIVING MULTI-SPELLS 
  You can customize the living spells found in this 
  document or in Eberron: Rising from the Last War to 
  create other multiple-effect living spells. Simply add the 
  effects of a second spell, of a level equal to or less than 
  that of the spell that living spell is based on, to the 
  effects of the living spell’s Spell Mimicry. For the ease of 
  use, you may wish to ignore adding any damage dealt by 
  the second spell, to avoid having to recalculate the 
  creature’s Challenge Rating. 
  For example, by adding the effects of armor of Agathys 
  to a living hand (found later in this document), you can 
  create a “living frostclutch” that crushes its enemies 
  while protecting itself with a layer of freezing ice. With 
  so many combinations of spells, you can easily create 
  unique challenges for your players. 
  
   
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  LIVING SPELLS     10 
  Living Hand 
  Being the jewel of Galifar, the greatest magical 
  technologies rooted themselves in Cyre faster than 
  anywhere else. Among these were spectral hands used to 
  manipulate large objects from a distance. Though these 
  magic hands once built up the walls of great cities like 
  Metrol and Making, they now have a life all their own, 
  seeking to crush any creature in their path.  
   
  LIVING HAND 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 73 (7d10 + 35) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  14 (+2) 
  3 (-4) 
  11 (+0) 
  6 (-2) 
   
  Skills Athletics +8 
  Damage Resistances piercing and slashing from 
  nonmagical attacks 
  Damage Immunities bludgeoning 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 7 (2,900 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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. It can replace one of these attacks with its Spell 
  Mimicry, if available. 
   
  Magical Strike. Melee Spell Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 22 (5d6 + 5) bludgeoning damage.  
   
  Spell Mimicry (Recharge 5–6). The living spell makes a 
  Magical Strike attack against a creature within 5 feet of 
  it. On a hit, the creature is either pushed up to 30 feet 
  away from the living spell or grappled by it (escape DC 
  16), as the living spell chooses. A creature grappled in this 
  way takes 13 (2d6 + 6) bludgeoning damage at the start of 
  each of the living spell’s turns. 
   
   
   
  
   
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   11 
  LIVING SPELLS 
   
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  Living Ice Knife 
  Mixing magic and martial ability is a no-brainer for the 
  proud soldiers of Aundair, and it was similarly prominent 
  in Cyre. Ice knife is but one spell in the repertoire of these 
  knights, conjuring a magic blade to pierce enemies from a 
  distance. These knives now pierce any creature they come 
  across, stabbing and filling creatures around them with 
  frozen shrapnel. 
   
  LIVING ICE KNIFE 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities cold 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) cold damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell makes a 
  Magical Strike attack before exploding with icy shards. 
  The target of the attack and each creature within 5 feet 
  of it must succeed on a DC 13 Dexterity saving throw or 
  take 7 (2d6) cold damage. 
   
   
   
  Living Ice Storm 
  House Lyrandar’s weather-changing magics have always 
  been met with skepticism and caution, but Cyre still made 
  widespread use of them. Some of these spells in effect 
  during the Mourning were warped into terrible hailstorms, 
  thunderstorms, and tornados. These living storms are 
  often made of tens or hundreds of living spells like living 
  ice storm spells, which travel through the air alongside 
  storm fronts before pelting creatures below with death. 
   
  LIVING ICE STORM 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 57 (6d10 + 24) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  18 (+4) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities cold 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 6 (2,300 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 14 (3d6 + 4) cold damage, plus 9 (2d8) 
  bludgeoning damage. 
   
  Spell Mimicry (Recharge 5–6). Rock-hard ice pounds to 
  the ground in an area around the living spell, affecting a 
  20-foot-radius, 40-foot-high cylinder. Each creature in 
  the area must make a DC 15 Dexterity saving throw. A 
  creature takes 9 (2d8) bludgeoning damage and 13 (4d6) 
  cold damage on a failed save, or half as much damage on 
  a successful one. 
  Hailstones turn the area into difficult terrain until the 
  end of the living spell’s next turn. 
   
   
   
  
   
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  LIVING SPELLS     12 
  Living Immolation 
  As the Last War persisted, magic used in warfare became 
  more powerful, more complex, and more cruel. Setting a 
  commanding officer on fire and reducing them to cinders 
  is an easy way to cause panic in enemy lines, and the final 
  battles of Cyre had many instances of such spells. The 
  magic involved have persisted, appearing as swirling 
  cyclones of fire, turning creatures, trees, and anything 
  they touch to ash. 
   
   
  LIVING IMMOLATION 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 73 (7d10 + 35) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  14 (+2) 
  3 (-4) 
  11 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities fire 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 7 (2,900 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 22 (5d6 + 5) fire damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell wreathes a 
  creature within 90 feet of it in flames. The target must 
  make a DC 16 Dexterity saving throw. It takes 28 (8d6) fire 
  damage on a failed save, or half as much on a successful 
  save. On a failed save, the target is set on fire for 1 minute 
  or until the living spell’s concentration ends (as if 
  concentrating on a spell). At the end of each of its turns, 
  the creature must succeed on a DC 16 Dexterity saving 
  throw or take 13 (4d6) fire damage. This effect ends on a 
  successful save. 
  If damage from this ability kills a target, the target is 
  turned to ash. 
   
   
   
  
   
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   13 
  LIVING SPELLS 
   
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  Living Magic Missile 
  Magic missile is one of the simplest damaging spells, 
  taught to many looking for offensive magics. Wandslingers 
  across the Five Nations utilize this in duels, and the 
  battles of the Last War featured arcane wands that 
  duplicated the effect. In Cyre, the magic of these wands 
  has burst forth, flitting around in swarms of magic darts 
  that seek out creatures and hit unerringly.  
   
  LIVING MAGIC MISSILE 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities force 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: automatic hit, reach 5 
  ft., one creature. Hit: 6 (1d6 + 3) force damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell launches 
  three darts of magic at one or more creatures of its 
  choice within 120 feet of it. Each dart deals 1d4 + 1 force 
  damage to its target. The darts strike simultaneously and 
  can hit one creature or several. 
   
   
   
  Living Minute Meteors 
  In the Last War, Melf’s minute meteors served as personal 
  artillery, used by those tasked with clearing out weak 
  infantry so that stronger forces could march through. 
  Those that used this spell found it come to life around 
  them during the Mourning, causing even more death than 
  the cataclysm itself was causing. Flitting motes of light can 
  be seen from a distance in the Mournland, meteors 
  propagating around a central mass of magic energy. 
  Working as a mindless hivemind, these living spells set the 
  scarred countryside alight in their purposeless 
  destruction. 
   
  LIVING MINUTE METEORS 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 57 (6d10 + 24) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  18 (+4) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities fire 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 21 (5d6 + 4) fire damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell launches 
  balls of fire at two points within 120 feet of it. Each 
  creature within 5 feet of one of these points must make a 
  DC 15 Dexterity saving throw. A creature takes 7 (2d6) fire 
  damage on a failed save, or half as much on a successful 
  one. 
  Starting on its next turn, the living spell can use a 
  bonus action to launch one or two of these balls of fire 
  again. Once it has launched six in total, 10 minutes have 
  passed, or its concentration has ended (as if 
  concentrating on a spell), it cannot launch anymore until 
  it uses this action again.  
   
   
   
  
   
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  LIVING SPELLS     14 
  Living Scorcher 
  The Last War was often one of attrition, and many farms, 
  ranches, and homesteads were burned in the conflicts. 
  Agnazzar’s scorcher became a favorite of the wizards and 
  artificers tasked with the destruction of property, allowing 
  swaths of crops to be set aflame. These flamethrower 
  wands gave birth to floating cubes of fire that can coat a 
  wide area with fire. What few trees that remain in the 
  Mournland, twisted as they are, are at risk of wildfire from 
  these wandering arsonists. 
   
  LIVING SCORCHER 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities fire 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) fire damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell creates a 
  line of flame 30 feet and long and 5 feet wide, emanating 
  from a point within 30 feet of it. Each creature in the line 
  must make a DC 13 Dexterity saving throw. A creature 
  takes 13 (3d8) fire damage on a failed save, or half as 
  much damage on a successful one. 
   
   
   
  Living Scorching Ray 
  The high goal of most wandslingers-in-training, scorching 
  ray is a rapid-fire spell, pun intended, and it finds wide 
  use among the arcanists and magic-wielders of the Five 
  Nations’ armies. The Mourning turned errant rays into 
  twisting hydras of flame that rain fire upon anything they 
  see. Many who encounter living scorching ray spells note 
  that their three entwined heads seem to each have a 
  unique personality, as far as living spells can have 
  personalities. 
   
  LIVING SCORCHING RAY 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities fire 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) fire damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell makes 
  three of the following attacks, at one target or several. 
  Ranged Spell Attack: +5 to hit, range 120 feet, one 
  target. Hit: 7 (2d6) fire damage. 
   
   
   
  
   
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   15 
  LIVING SPELLS 
   
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  Living Shatter 
  The walls of Metrol itself fell to the effects of shatter spells, 
  which turned the protective stone to rubble. This magic 
  now roams free across the Mournland, unleashed from 
  siege staffs like those that once allowed Karrnath to sack 
  Cyre’s capital. Ruins, boulders, and living things alike find 
  themselves deafened by these translucent, resonating 
  masses. Many are drawn to them out of horrified curiosity, 
  only to be subjected to a blast of heart-stopping sonic 
  energy. 
   
  LIVING SHATTER 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities thunder 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) thunder damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell explodes 
  with sonic energy. Each creature within 10 feet of it must 
  make a DC 13 Constitution saving throw. A creature takes 
  13 (3d8) thunder damage on a failed save, or half as much 
  damage on a successful one. A creature made of inorganic 
  material such as stone, crystal or metal has disadvantage 
  on the saving throw. A nonmagical object that isn’t being 
  worn or carried also takes the damage if it’s in the spell’s 
  area. 
   
   
   
  
   
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  LIVING SPELLS     16 
  Living Sickening Radiance 
  Sickening radiance was one of the few spells banned from 
  use in any official military operations by the Treaty of 
  Thronehold. Unfortunately, its use on the battlefields of 
  Cyre already led to the birth of these floating, sickly-green 
  clouds. These living spells irradiate everything around 
  them, causing plants to wither and creature’s bodies to fall 
  apart. Dead plants are innumerable in the Mournland, but 
  they grow even more sickly-looking in the presence of 
  these harbingers of death. 
   
  LIVING SICKENING RADIANCE 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 57 (6d10 + 24) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  18 (+4) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities radiant 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 21 (5d6 + 4) radiant damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell gives off 
  dim, greenish light, filling the area within 30 feet of it. It 
  gives off this light for 1 minute or until its concentration 
  ends (as if concentrating on a spell). This light spreads 
  around corners. 
  When a creature moves into this light for the first time 
  on a turn or starts its turn there, it must make a DC 15 
  Constitution saving throw. On a failed save, a creature 
  takes 22 (4d10) radiant damage, suffers one level of 
  exhaustion, and emits dim light in a 5-foot radius that 
  prevents it from being invisible until the living spell’s 
  light ends. 
   
   
   
  Living Snowball Swarm 
  Cyre’s southern reaches were nearly tropical before the 
  Mourning, and people explored many ways to keep cool. 
  Most popular with kids, nonlethal versions of Snilloc’s 
  snowball swarm once gave the heat-beleaguered 
  southerners relief from the heat. Now animated, these 
  living spells seek to relieve creatures of all their burdens, 
  pelting anything it comes across with freezing snow. 
   
  LIVING SNOWBALL SWARM 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities cold 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) cold damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell creates a 
  flurry of magic snowballs that erupt from a point within 
  90 feet of it. Each creature within 5 feet of that point 
  must make a DC 13 Dexterity saving throw. A creature 
  takes 10 (3d6) cold damage on a failed save, or half as 
  much damage on a successful one. 
   
   
   
  
   
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   17 
  LIVING SPELLS 
   
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  Living Steel Wind 
  One of the most powerful martial spells, steel wind strike 
  has been mastered by only a handful of spellcasters on 
  Khorvaire. Despite that, living versions of the spell can be 
  found across the Mournland, proving extremely dangerous 
  to any looking to uncover the truth behind what 
  happened. Though scholars continue to ponder how so 
  many of this living spell exist, some have noted that these 
  living spells bear an uncanny resemblance to the whirling 
  blades of Shavarath, a plane of war some connect to the 
  destruction of Cyre. 
   
  LIVING STEEL WIND 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 73 (7d10 + 35) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  14 (+2) 
  3 (-4) 
  11 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities force 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 7 (2,900 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 22 (5d6 + 5) force damage. 
   
  Spell Mimicry (Recharge 5–6). Melee Spell Attack: +8 to 
  hit, range 30 feet, up to 5 creatures within range. Hit: 33 
  (6d10) force damage. Hit or Miss: The living spell teleports 
  to an unoccupied space within 5 feet of one of the targets. 
   
   
   
  Living Storm Sphere 
  Like living ice storms, this living spell spawned from 
  House Lyrandar’s weather-controlling magics. Wielding 
  lightning and storm-force winds, these swirling clouds 
  travel in great groups, causing unusually strong and 
  centralized thunder storms. These types of living spells are 
  responsible for at least one grassfire, having drifted over 
  the Dead-Gray Mist and caused fires in the Talenta Plains, 
  and are one of many reasons airships avoid the Mournland 
  whenever possible. 
   
  LIVING STORM SPHERE 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 57 (6d10 + 24) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  18 (+4) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities lightning 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 21 (5d6 + 4) lightning damage. 
   
  Spell Mimicry (Recharge 5–6). Whirling air swirls around 
  the living spell, filling the air within 20 feet of it. This area 
  is difficult terrain, and creatures within 50 feet of the 
  living spell have disadvantaged on Wisdom (Perception) 
  checks made to listen. Each other creature in this area 
  when the winds appear or that ends its turn there must 
  succeed on a DC 15 Strength saving throw or take 7 (2d6) 
  bludgeoning damage. This storm lasts for 1 minute or 
  until the living spell’s concentration ends (as if 
  concentrating on a spell). 
  While the winds persist, the living spell can use a bonus 
  action to make the following attack. It makes the attack 
  with advantage if the target is within 20 feet of it. 
  Ranged Spell Attack: +7 to hit, range 90 feet, one target. 
  Hit: 13 (4d6) lightning damage. 
   
   
   
  
   
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  LIVING SPELLS     18 
  Living Thunder Step 
  These living spells once served as powerful escape tools for 
  magic-adept saboteurs, killing creatures even as they 
  vanish. Among living spells, living thunder step spells are 
  unique in their predatory nature. Instead of attacking 
  mindlessly like many living spells, these will drag 
  creatures away from their groups, focusing on the weakest 
  members. It is almost as if these living spells retain a 
  fragment of their former users’ minds, now driven to 
  undermine those seeking the truth about the Mourning. 
   
  LIVING THUNDER STEP 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 57 (6d10 + 24) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  18 (+4) 
  4 (-3) 
  13 (+1) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities thunder 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 11 
  Languages — 
  Challenge 5 (1,800 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 21 (5d6 + 4) thunder damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell magically 
  teleports to an unoccupied space it can see within 90 feet 
  of it. Each creature within 10 feet of the space it leaves 
  must make a DC 15 Constitution saving throw. A creature 
  takes 16 (3d10) thunder damage on a failed save, or half 
  as much on a successful one. 
  The living spell can bring one creature that fails this 
  saving throw along with it. The creature appears within 5 
  feet of the living spell’s new location. 
   
   
   
  Living Thunderwave 
  A fairly basic spell among wandslingers, thunderwave is 
  well-known for its great sound and crippling damage. In 
  the Last War, such spells found their way in the hands of 
  arcanists wielding spell and sword, but now this beloved 
  stand-by wields itself. Living thunderwave spells 
  sometimes use their thunderous outbursts to push 
  mundane objects like rocks or bodies great distances, 
  eventually destroying the object. The aimlessness these 
  living spells present when they destroy their “toys” is 
  almost pitiable, if they were not simply seeking out new 
  prey. 
   
  LIVING THUNDERWAVE 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities thunder 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) thunder damage. 
   
  Spell Mimicry (Recharge 5–6). Each creature within a 15-
  foot cube originating from the living spell must make a 
  DC 13 Constitution saving throw. On a failed save, a 
  creature takes 2d8 thunder damage and is pushed 10 feet 
  away from the living spell. A creature takes half as much 
  damage on a successful save and isn’t pushed.  
  Unsecured objects completely within the area are 
  automatically pushed 10 feet away from the living spell, 
  and this action creates a thunderous boom audible out to 
  300 feet. 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   19 
  LIVING SPELLS 
   
  Find more at patreon.com/thekittenhugs  
  Living Tidal Wave 
  While the nobles and the rich of northern Cyre would often 
  travel to the southern shore for vacations, some wished to 
  bring the sun, sand, and water home. Tens of thousands 
  of mage-hours later, the first artificial-wave pool was 
  created. Though only a dozen or so of these pools were 
  built in Cyre, they produced many more of these living 
  spells as their magic sources of water were warped by the 
  Mourning’s strange force. The power of water is awesome 
  to behold, especially when it crashes down upon an 
  adventurer’s unsuspecting head. 
   
   
  LIVING TIDAL WAVE 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 57 (6d10 + 24) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  18 (+4) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances piercing and slashing from 
  nonmagical attacks 
  Damage Immunities bludgeoning 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 21 (5d6 + 4) bludgeoning damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell creates a 
  wave of water that crashes down on an area originating 
  from it. The area can be up to 30 feet long, up to 10 feet 
  wide, and up to 10 feet tall. Each creature in that area 
  must make a DC 15 Dexterity saving throw. On a failed 
  save, a creature takes 18 (4d8) bludgeoning damage and 
  is knocked prone. On a successful save, the creature takes 
  half as much damage and isn’t knocked prone. 
  The water then spreads out across the ground in all 
  directions, extinguishing unprotected flames within 30 
  feet of the area, and then it vanishes. 
   
   
   
  Living Vitriolic Sphere 
  While ranged spells like Melf’s acid arrow work well 
  enough in small-scale combat, proper warfare requires 
  bigger tools. These tools spawned amorphous masses that 
  roam near and even on Lake Cyre, blasting creatures with 
  caustic acid. Many animals, and even some unfortunate 
  sailors, have met their ends at this acid, often leaving 
  behind nothing but skeletons covered in chemical burns. 
   
  LIVING VITRIOLIC SPHERE 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 57 (6d10 + 24) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  18 (+4) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities acid 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 21 (5d6 + 4) acid damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell erupts with 
  acid. Each creature within 20 feet of it must succeed on a 
  DC 15 Dexterity saving throw or take 25 (10d4) acid 
  damage and another 12 (5d4) acid damage at the end of 
  that creature’s next turn. On a successful save, a creature 
  takes 12 (5d4) acid damage. 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Find more at patreon.com/thekittenhugs 
  LIVING SPELLS     20 
  Living Wall of Fire 
  Controlling the battlefield is crucial, and spells like wall of 
  fire ensured the success of many battles during the Last 
  War. The Mourning freed the magic essence of the magic 
  devices that created such spells, and now mobile sources 
  of these flaming edifices haunt the broken husk of Cyre. A 
  great number of these living spells migrate across the 
  glassy plateau in the southern Mournland. 
   
  LIVING WALL OF FIRE 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 57 (6d10 + 24) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  18 (+4) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities fire 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 21 (5d6 + 4) fire damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell creates a 
  wall of fire on a solid surface, originating from itself. This 
  wall can be up to 60 feet long, 20 feet high, and 1 foot 
  thick, or a ringed wall up to 20 feet in diameter and 1 foot 
  thick. The wall is opaque and lasts for 1 minute or until 
  the living spell’s concentration ends (as if concentrating 
  on a spell. 
  When the wall appears, each creature within its area 
  must make a DC 15 Dexterity saving throw. On a failed 
  save, a creature takes 22 (5d8) fire damage, or half as 
  much damage on a successful save. 
  One side of the wall, selected by the living spell when 
  the wall is created, deals 22 (5d8) fire damage to each 
  creature that ends its turn within 10 feet of that side or 
  inside the wall. A creature takes the same damage when 
  it enters the wall for the first time on a turn or ends its 
  turn there. The other side of the wall deals no damage. 
   
   
  Living Wall of Light 
  The Tairnadal elves that claimed what is now Valenar 
  wielded many magics related to light and healing. During 
  the Last War, these mercenaries would use spells like wall 
  of light to blind and burn their enemies, allowing them to 
  ride in and dispatch their foes quickly. Some such spells 
  were animated by the Mourning and now trap “prey” to 
  blind and destroy. The sheer brilliance of these living 
  spells is captivating, but they are a threaten to anything 
  their light touches.
  
   
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   21 
  LIVING SPELLS 
   
  Find more at patreon.com/thekittenhugs  
   
  LIVING WALL OF LIGHT 
  Large construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 73 (7d10 + 35) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  14 (+2) 
  3 (-4) 
  11 (+0) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities radiant 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 7 (2,900 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  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 Spell Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 22 (5d6 + 5) radiant damage. 
   
  Spell Mimicry (Recharge 5–6). The living spell creates a 
  wall of bright light that originates from itself. This wall 
  can be in any orientation, on a solid surface, or free 
  floating. The wall can be up to 60 feet long, 10 feet high, 
  and 5 feet thick. The wall blocks line of sight, but 
  creatures and objects can pass through it. The wall emits 
  bright light out to 120 feet and dim light out for an 
  additional 120 feet. 
  When the wall appears, each creature in its area must 
  make a Constitution saving throw. On a failed save, a 
  creature takes 18 (4d8) radiant damage and is blinded for 
  1 minute. On a successful save, it takes half as much 
  damage and isn’t blinded. A blinded creature can repeat 
  this saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
  A creature that ends its turn in the wall’s area takes 18 
  (4d8) radiant damage. 
  The wall persists for 1 minute or until the living spell’s 
  concentration ends (as if concentrating on a spell). The 
  living spell can use a bonus action on its turn to make the 
  following attack. When it does, the wall shortens in length 
  by 10 feet. The wall disappears early if its length is 
  reduced to 0 feet. 
  Ranged Spell Attack: +8 to hit, range 60 feet, one target. 
  Hit: 18 (4d8) radiant damage.  
  Living Witch Bolt 
  Every nation that fought in the Last War committed 
  horriblea acts, and Cyre was no exception. In the remains 
  of prisons and military facilities, these living spells are 
  often found alongside specters and shadows of the people 
  they were once used to torture. These tormented spirits 
  and living spells are bound together, unable to stray from 
  each other but proving especially deadly with their 
  combined desire for destruction.  
   
  LIVING WITCH BOLT 
  Medium construct, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  6 (-2) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities lightning 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amorphous. The living spell can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Magic Resistance. The living spell has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) lightning damage. 
   
  Spell Mimicry (Recharge 5–6). Ranged Spell Attack: +5 to 
  hit, range 30 feet, one target. Hit: 6 (1d12) lightning 
  damage. For 1 minute or until the living spell’s 
  concentration ends (as if concentrating on a spell), the 
  living spell can use its bonus action to deal another 6 
  (1d12) lightning damage to the target. This effect ends 
  early if the target is ever more than 30 feet away from 
  the living spell. 
   
   
   
   
  CREDITS 
  Designer: Rick Kittenhugs 
  Last updated November 1, 2019 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Eberron, the 
  dragon ampersand, and all other Wizards of the Coast product 
  names, and their respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Find more at patreon.com/thekittenhugs 
  LIVING SPELLS     22 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Eberron Living Spells Collection.pdf