Animated Giant Cauldron

Family: Animated Objects

Large construct, unaligned

Armor Class 16 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 0 ft., fly 30 ft. (hover)

18 (+4) 10 (+0) 19 (+4) 4 (-3) 12 (+1) 10 (+0)

Skills Perception +4, Stealth +3
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
Challenge 5 (1,800 XP)
Proficiency Bonus +3


  • Antimagic Susceptibility. The cauldron is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the cauldron must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
  • Cold Leftovers. If the cauldron takes 10 cold damage or more from a single source, any fire damage dealt by the cauldron before the end of its next turn is halved.
  • False Appearance. If the cauldron is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the cauldron move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that it is animate.


  • Multiattack. The cauldron makes two Lid Slam Attacks.
  • Lid Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone and be grappled (escape DC 15).
  • Boil Over (Recharge 5-6). The cauldron spouts boiling liquid. Each creature within 20 feet of the cauldron must make a DC 15 Constitution saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.


  • Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature that is incapacitated, restrained, or grappled by the cauldron. Hit: 8 (1d8 + 4) piercing damage and the target is swallowed and no longer grappled. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the cauldron, and it takes 10 (3d6) fire damage at the start of each of the cauldron’s turns. The cauldron can have only one target swallowed at a time. A creature can use its action to make a DC 15 Strength (Athletics) check to lift the cauldron’s heavy lid and free itself or another swallowed creature within reach. On a success, the swallowed creature is freed and lands prone in an unoccupied space within 5 feet of the cauldron. If the cauldron dies, a swallowed creature is no longer restrained by it and can escape from the remains by using 10 feet of movement, exiting prone.
  • Steam Cloud. A 10-foot-radius cloud of steam extends out from the cauldron. The cloud moves with the cauldron, spreads around corners, and its area is heavily obscured. It lasts until the end of the cauldron’s next turn or until a strong wind disperses it.


As the name indicates, a giant animated object is like any other animated object except larger and much more powerful!

Section 15: Copyright Notice

Milando's Guide to Magical Marvels. Copyright 2022. Eventyr Games.

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