Grab. If a non-infernal creature comes closer than 5 ft, the creature must succeed on a Dexterity saving throw against a DC of 13 or be caught, dragged and restrained inside the wall by a swarm of hands emerging from the walls.
Entangle. A creature that is caught by the wall of hands A creature restrained by the hand can use its action to make a Strength check against the hands. On a success, it frees itself. If it fails, the creature takes 2 (1d4) damage.
Trap. A creature that successfully escapes the wall of hands' grasp is stuck in a box of flesh and is trapped inside unless the wall is defeated or killed.
Description
Summoned from the nine hells and made from the flesh of fresh corpses, the wall of hands is one of the weakest of all fiendish monstrosities, but it can stop the mortal weaklings' unwanted interference. The easiest way to defeat it is to destroy the living heart that powers the summoning circle.
Comments