This is homebrew, submitted by a member of the community.
Labyrinth Living Wall
Labyrinth Living Wall
Huge Undead, Chaotic EvilHuge Undead, Chaotic Evil
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
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.Details
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