Gargantuan Monstrosity, Chaotic Neutral
Armor Class 11 Natural Armor
Hit Points 231 (14d20 + 84)
Speed 30 ft.
STR
22 (+6)
DEX
12 (+1)
CON
22 (+6)
INT
9 (-1)
WIS
20 (+5)
CHA
7 (-2)
Saving Throws STR +11, CON +11, WIS +10
Damage Immunities Acid, Fire, Poison
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Prone, Restrained
Senses Passive Perception 11
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Wall  The Wall of Flesh occupies a large area, 10ft by up to 250ft long and 50ft tall. It's size changes to fit its location, but cannot be smaller than 10ftx10ftx10ft. The Wall of Flesh cannot travel to an area without a ceiling

The Hungry  The Wall generally has around 3-5 Hungry tethered to itself. These Hungry do not roll initiative, and instead take their actions directly after the Wall

Legendary Resistance (2/Day)  If the Wall fails a save, it can choose to succeed instead

Actions

Multiattack  The Wall makes 2 Eye Beam attacks and 1 Engulf attack

Eye Beam (Ranged)  +10 to hit, 45/60ft, one target. Hit 16 (2d10 + 5) force damage

Engulf  The Wall moves up to its max speed. While doing so, it can enter Huge or smaller creatures' spaces. Whenever the Wall enters a creature's space, the creature must make a DC 19 Dex save. If the Wall uses this ability on its turn, then it may not otherwise use its movement speed.. On a success, the creature can choose to be pushed 5ft back or to the side of the Wall. A creature that chooses not to be pushed suffers the consequences of a failed save. On a failed save, the Wall enters the Creature's space, and the creature takes 18 (4d8) piercing damage and is engulfed. The engulfed creature can't breathe, is restrained, and 36 (8d8) piercing damage at the start of each of the Wall's turns. When the Wall moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 19 Strength check. On a success, the creature escapes and enters a space of its choice with 5ft of the Wall, but not behind the Wall

Legendary Actions

The Wall of Flesh can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time and only at the end  of another creature's turn. The Wall regains spent Legendary Actions at the start of its turn

Burp Leech  The Wall of Flesh creates a Leech in a space directly adjacent to it. This Leech does not roll its own initiative, and instead makes its turn directly after the Wall

Speed Up (Costs 2 Legendary Actions)  The Wall of Flesh increases its speed by 5ft, up to a maximum of 45ft. This lasts one hour

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

AzmundisTheGreat

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