You awaken a building no larger than 5,000 square feet (i.e. a longhouse, large barn, community centre, chapel). The building gains an intelligence of 10, it gains the ability to speak to you telepathically. It gains the ability to move, creating the necessary appendages and has similar senses to a human. The GM chooses stats appropriate to (like the below Hulking Building for example). The buildings a walking speed of 40ft.
The Building can house as many creatures as it would normally hold while it was inanimate.
16
280 (17d20 + 90)
40ft
26 (+8)
7 (-2)
20 (+5)
1 (-5)
3 (-4)
3 (-4)
Saving Throws Con +9, Wis +0, Cha +0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone
Blindsigh 120ft, Passive Perception 6
n/a
11 (7200 XP)
If an area of the building is within an anitmagic field that portion of the building becomes inanimate
An animated object doesn't require air, food, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
The building deals double damage to objects and structures.
The building makes three slam attacks. It can replace two of these attacks with a bound attack.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
The build leaps into the going 40ft horizontal and 10ft high. Jumping Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.