Living Thunderwave

Medium Construct, Unaligned
AU

Animate 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 LevelStat Block to Customize
1-2Living Thunderwave
3-4Living Vitriolic Sphere
5Living Cone of Cold

A living thunderwave roars and rumbles, booming with thunder like an unnatural storm cloud.

AC 15

Initiative +1 (11)

HP 30 (4d8 + 12)

Speed 25 ft., Fly 25 ft. (hover)

STR

10 (+0)

Save +0

DEX

13 (+1)

Save +1

CON

16 (+3)

Save +3

INT

3 (-4)

Save -4

WIS

6 (-2)

Save -2

CHA

6 (-2)

Save -2

Immunities Thunder; Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Poisoned, Prone, Restrained

Senses Passive Perception 8

Languages None

CR 1

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

Magical Strike. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Thunder damage.

Spell Mimicry (Recharge 5-6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cube originating from the living spell. Failure: 9 (2d8) Thunder damage, and the target is pushed 10 feet away from the living spell. Success: Half damage only. Failure or Success: A thunderous boom is audible within 300 feet.