Medium Fiend, Lawful Evil
Armor Class 17 Natural Armor
Hit Points 65 (15d8 + 45)
Speed 45 ft., Climb 45 ft.
STR
14 (+2)
DEX
20 (+5)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Skills Stealth +15
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Darkvision 120 ft., Passive Perception 16
Languages Primordial --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Incorporeal Stride. The Wall Crawler can move through solid structures and objects such as walls, floors, and ceilings.

Shadow Walker. While in darkness, the Wall Crawler is indiscernible from its surroundings.

Panoramic View. The Wall Crawler has no blind spots. As such, flanking rules do not apply to this creature.

Pact Tactics. When hunting with its brethren, the Wall Crawler has an advantage on attack rolls made against a creature who is within attack range of an ally.

Actions

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

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one creature. Hit: 8 (2d4+2) slashing piercing damage. The target must make a DC 14 Constitution saving throw, taking 12 (2d8+3) poison damage on a failed save or half as much on a successful one.

Multi-Attack. The Wall Crawler makes 2 attacks with its claws and one with its bite.

Bonus Actions

Shadow Step. When in shadow, the Shadow Walker can teleport 60 feet in any direction from one shadow to another that it can see.

Lair and Lair Actions

A Maze of Shadows is typically the home of these fiendish foes, though they can be found anywhere a labyrinth structure exists. Their main ancestral home consists of hardened brimstone and hidden veins of blood iron.

On initiative count 20, going first on ties, the lair does one of the following actions.

Shadow Spread. All light within the maze dims. If it is bright light it is now dim-light. If it is dim-light it is now darkness.

Shifting Sinkhole. The floor opens up beneath the occupied space of an enemy of the Wall Crawler(s). The target must make a DC 15 Dexterity Saving Throw or fall 30 feet taking 2d6 bludgeoning damage on the landing. They land in a room full of bones from the former meals of the Wall Crawlers.

Shifting Walls. The walls of the maze themselves come to life themselves, shifting their positions to try and block off the escape routes for the prey. Roll 1d20, on a 15 or higher an escape route is cut off for the prey.

Monster Tags: fiend

Habitat: UnderdarkUrban

HuntSocietyGames2

Comments

Posts Quoted:
Reply
Clear All Quotes