Medium Humanoid (Paladin, Warforged), Typically Lawful Neutral
Armor Class 18 (Natural armor)
Hit Points 133 (14d10 + 56)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
19 (+4)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws CON +8, WIS +5, CHA +7
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 11
Languages Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Warforged Resilience. Wall has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put him to sleep.

Relentless Avenger. When Wall hits a creature with an opportunity attack, he can move up to half his speed immediately after the attack and as part of the same reaction without provoking opportunity attacks.
Stonebreaker. Stonebreaker is the large maul that Wall uses. Stonebreaker is a +2 maul, any attacks with Stonebreaker are considered magical. 
Lay on Hands. Wall has a pool of 45 hitpoints. Wall can draw upon this pool to touch a creature and heal it to the maximum amount of hitpoins remaining in the pool.
Actions

Multiattack. Wall makes three attacks, using Stonebreaker

 Stonebreaker. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage

Dreadful Aspect (Recharge 5-6). Each enemy within 30 feet of Wall must succeed on a DC 15 Wisdom saving throw or be frightened of him for 1 minute. If a frightened target ends its turn more than 30 feet away from Wall, the target can repeat the saving throw, ending the effect on itself on a success.

Spellcasting. Wall is a 9th-level spellcaster. casts one of the following spells. His spellcasting ability is Charisma (spell save DC 15). He has the following paladin spells prepared:

1st level (4 slots): command, compelled duel, bane, shield of faith

2nd level (3 slots): hold person, misty step, locate object

3rd level (2 slots): haste, protection from energy

Bonus Actions

Smite. Immediately after Wall hits a target with an attack roll, he can force that target to make a DC 16 Constitution saving throw. On a failed save, the target suffers 12(3d6) force damage, as well as one of the following effects of Wall’s choice, on a successful save, the target takes half as much damage and nothing else happens:

Blind. The target is blinded for 1 minute. The blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Shove. The target is pushed up to 10 feet away and knocked prone.

Habitat: Urban

MendedDragoon3

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