Kassoon

This is homebrew, submitted by a member of the community.

Labyrinth Living Wall

Labyrinth Living Wall

Huge Undead, Chaotic EvilHuge Undead, Chaotic Evil
Armor Class 1515
[~<13]
+/-/*
Hit Points 132 (10d12+30)132 ([10d12+30])
[~1-6]
Speed 0 ft.0 ft.

STR
20 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
7 (-2)
WIS
8 (-1)
CHA
14 (+2)

Token URL:
Saving Throws - -
Skills Athletics +8, Intimidation +5 Athletics [+8], Intimidation [+5]
Damage Vulnerabilities Radiant
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities Necrotic, Poison
Condition Immunities exhaustion, frightened, poisoned, prone, restrained exhaustion, frightened, poisoned, prone, restrained
Senses Passive Perception 9Passive Perception 9
Languages any language known by absorbed creaturesany language known by absorbed creatures
PB +3
Challenge 6 (2,300 XP)

[+instructions]

Spirit-infused Structure. Although The Living Wall is immobile, it does have an eerie powerful presence. It uses its Charisma instead of its Dexterity to determine its place in the initiative order.

Absorption.Creatures pulled inside the living wall have total cover. A creature within 5 feet of the wall can use its action to try and pull a creature out of the wall. Doing so requires a successful DC 15 Strength check. The wall can hold only one Large creature or up to six Medium or smaller creatures inside it at a time. While a living wall has a creature absorbed, it can replace one of its claws attacks with one of the absorbed creature's weapon attacks or cast a cantrip prepared by the creature.

False Appearance. While the living wall remains motionless, it is indistinguishable from an ordinary wall, unless a creature uses a spell or effect similar to true seeing.

Undead Fortitude. If the creature would be reduced to 0 hit points, there is a chance that it can instead only be reduced to 1. This feature is negated if the damage is from radiant nature.

[b]Spirit-infused Structure.[/b] Although The Living Wall is immobile, it does have an eerie powerful presence. It uses its Charisma instead of its Dexterity to determine its place in the initiative order.

[b]Absorption.[/b]Creatures pulled inside the living wall have total cover. A creature within 5 feet of the wall can use its action to try and pull a creature out of the wall. Doing so requires a successful DC 15 Strength check. The wall can hold only one Large creature or up to six Medium or smaller creatures inside it at a time. While a living wall has a creature absorbed, it can replace one of its claws attacks with one of the absorbed creature's weapon attacks or cast a cantrip prepared by the creature.

[b]False Appearance.[/b] While the living wall remains motionless, it is indistinguishable from an ordinary wall, unless a creature uses a spell or effect similar to true seeing.

[b]Undead Fortitude.[/b] If the creature would be reduced to 0 hit points, there is a chance that it can instead only be reduced to 1. This feature is negated if the damage is from radiant nature.

Actions

[~Hit +2, DC <13, DPR 0-1]

Multiattack. The living wall makes four claws attacks. In place of one of its claws attacks, it can make a grab attack.

Cacophonous Cry. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 14 (2d8+2) psychic damage, and the target must succeed on a DC 15 Charisma saving throw or be frightened until the end of its next turn as it is assaulted by images of being buried alive or entombed. While frightened, the creature’s speed is reduced to 0.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.


Grab. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15) if it is a Large or smaller creature. When the living wall starts its turn with a grappled creature, it can use its bonus action to absorb the creature. While absorbed, the creature is blinded and restrained, can't breathe, and has total cover against attacks and other effects outside the living wall. At the start of each of the living wall's turns, an absorbed creature takes 10 (3d6) necrotic damage. An absorbed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the wall. Creatures slain while being absorbed permanently become part of the living wall and can only be restored to life by a wish or similar magic.Grab. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15) if it is a Large or smaller creature. When the living wall starts its turn with a grappled creature, it can use its bonus action to absorb the creature. While absorbed, the creature is blinded and restrained, can't breathe, and has total cover against attacks and other effects outside the living wall. At the start of each of the living wall's turns, an absorbed creature takes 10 (3d6) necrotic damage. An absorbed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the wall. Creatures slain while being absorbed permanently become part of the living wall and can only be restored to life by a wish or similar magic.

[b]Multiattack.[/b] The living wall makes four claws attacks. In place of one of its claws attacks, it can make a grab attack.

[b]Cacophonous Cry.[/b] Ranged Spell Attack: [+5] to hit, range 60 ft., one creature. Hit: 14 ([2d8+2]) psychic damage, and the target must succeed on a DC 15 Charisma saving throw or be frightened until the end of its next turn as it is assaulted by images of being buried alive or entombed. While frightened, the creature’s speed is reduced to 0.

[b]Claws.[/b] Melee Weapon Attack: [+8] to hit, reach 5 ft., one target. Hit: 12 ([2d6+5]) slashing damage.


[b]Grab.[/b] Melee Weapon Attack: [+8] to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15) if it is a Large or smaller creature. When the living wall starts its turn with a grappled creature, it can use its bonus action to absorb the creature. While absorbed, the creature is blinded and restrained, can't breathe, and has total cover against attacks and other effects outside the living wall. At the start of each of the living wall's turns, an absorbed creature takes 10 ([3d6]) necrotic damage. An absorbed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the wall. Creatures slain while being absorbed permanently become part of the living wall and can only be restored to life by a wish or similar magic.Grab. Melee Weapon Attack: [+8] to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15) if it is a Large or smaller creature. When the living wall starts its turn with a grappled creature, it can use its bonus action to absorb the creature. While absorbed, the creature is blinded and restrained, can't breathe, and has total cover against attacks and other effects outside the living wall. At the start of each of the living wall's turns, an absorbed creature takes 10 ([3d6]) necrotic damage. An absorbed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the wall. Creatures slain while being absorbed permanently become part of the living wall and can only be restored to life by a wish or similar magic.

Legendary Actions

Necrotic Resurgence. Any Necrotic damage that strikes the Living Wall, it can use its reaction to heal that amount of damage. [b]Necrotic Resurgence.[/b] Any Necrotic damage that strikes the Living Wall, it can use its reaction to heal that amount of damage.
 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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