Living Wall (5e Creature)
Huge undead, chaotic evil Armor Class 19 (natural)
Skills Athletics +8 Absorption. Creatures pulled inside the living wall have total cover. A creature within 5 feet of the wall can use their 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. ACTIONSMultiattack. The living wall makes four claws attacks. In place of one of its claws attacks it can make a grab attack. 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.
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A Living Wall is a horrifying construct-like undead, made of the bodies of humanoids, compressed into the shape of a wall. The faces of the individuals absorbed by the wall can be seen on its surface with a permanent expression of anguish, or it can be concealed by an illusion of a normal wall. Those who touch the wall may be pulled inside to join it. The wall retains many of the abilities of those it has absorbed. Living walls encountered in the lairs of necromancers, liches or vampires often serve as part of a torture chamber, or to cover the true openings to secret passageways or corridors. No one knows whether these monstrosities are limited in size or longevity. Walls as large as 15 feet high, 30 feet long, and 10 feet thick have been reported. Living walls do, however, seem to be limited to one section of wall. Thus, a cemetery or castle could not be surrounded by one large living wall. Nor can a wall section spread beyond itself: a house with a living wall in its basement will not slowly become a living house. The wall desires, above all else, to slay the creature who created it. If it does so, or the creature meets its end within 100 yards of the wall, the corpse of the hated creator is assimilated and the beings trapped in the wall are freed to return to the peace of death. The wall reverts to being a structure of stone, with the corpse of its creator entombed within. Evil spellcasters occasionally create these monoliths. The exact method is unknown, but several years of preparation and spellcasting are required. A minimum of three corpses are necessary for the creation of a Living Wall. The seed for such a living wall is planted when one sapient creature willfully entombs another in a wall. The hapless victim may be bound and walled alive in a rock niche on a windswept mountain trail, a sill in a fetid catacomb, a corner in an asylum, a cave wall, a mausoleum facade, or any other stone or brick wall. Once entombed, the victim will suffocate, dehydrate, or starve in utter darkness and solitude. But even this agony is not sufficient to wake the land’s attention – the entombed creature, in his terror, must curse his slayer, screaming loudly enough for his voice to carry beyond his tomb of stone. Only then does the land hear his agony. When the victim dies, his life force is trapped within the wall. As he struggles to escape, his life energy becomes soiled by the soot of his screams and curses, which thickly coat the inside of his stone sarcophagus. In a matter of days, madness corrupts the trapped life force, changing it to chaotic evil. Undead Nature. A living wall doesn't require air, food, drink, or sleep. |
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