Rolling Charge: If Wrecking Ball moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 14 (4d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Magic Consumption: Whenever Wrecking Ball deals damage with its slam attack, it regains hit points equal to half the damage dealt.
Magic Resistance: Wrecking Ball has advantage on saving throws against spells and other magical effects.
Spider Climb: The Magic Wrecking Ball can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack: Wrecking Ball makes two slam attacks.
Slam: Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Magic Spit (Recharge 5-6): Wrecking Ball spits a glob of magical energy at a point it can see within 60 feet of it. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one.
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Tongue Lash: When a creature within 10 feet of Wrecking Ball makes a melee attack against it and misses, Wrecking Ball can use its reaction to make a melee tongue attack against the attacker. If the tongue attack hits, the target takes 10 (2d6 + 3) bludgeoning damage and must succeed on a DC 14 Strength saving throw or be pulled up to 10 feet toward Wrecking Ball and knocked prone.
Protective Shell: When Wrecking Ball is targeted by a ranged weapon attack or a spell that requires a ranged attack roll and it can see the attacker, it can use its reaction to curl into a protective ball. While in this state, Wrecking Ball gains a +2 bonus to its AC against the triggering attack. If the attack misses, Wrecking Ball can move up to half its speed without provoking opportunity attacks.
Wrecking Ball can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Magic Wrecking Ball regains spent legendary actions at the start of its turn.
Move: Wrecking Ball moves up to its speed without provoking opportunity attacks.
Slam Attack: Wrecking Ball makes one slam attack
Mythic Action: Arcane Surge: Wrecking Ball taps into the depths of its magical power, unleashing a devastating surge of arcane energy. Wrecking Ball can use this action to cast the telekinesis spell without requiring material components. Additionally, Wrecking Ball can choose to increase the spell's range to 60 feet and affect up to two targets within range. The targets must make a DC 15 Strength saving throw or be lifted into the air and moved up to 30 feet in any direction, potentially slamming into objects or other creatures.
Description
Wrecking Ball is a unique creature resembling a large blue grub worm, standing at 7 feet tall and 4.5 feet wide, with big green eyes and tiny spikes running along its back. Its distinguishing features include a large, extendable tongue reminiscent of a frog's, and two imposing tusks protruding from the bottom of its mouth. Despite its medium size, Wrecking Ball possesses surprising agility and strength, often using its tongue and tusks to manipulate objects or foes with remarkable dexterity. Whether rolling effortlessly across terrain or unleashing powerful attacks with its tongue and magical energy, Wrecking Ball is a formidable adversary in any encounter.
Lair and Lair Actions
Lair Description:
Wrecking Ball's lair is a cavernous chamber hidden deep within a dense, enchanted forest. The entrance to the lair is concealed by thick foliage and natural rock formations, making it difficult for intruders to stumble upon. Inside, the chamber is dominated by large, twisting roots and overgrown vegetation, with bioluminescent fungi casting an eerie glow throughout the space. At the center of the chamber lies a massive nest constructed from vines and branches, where Wrecking Ball rests and hoards its treasures.
Lair Actions:
On initiative count 20, Wrecking Ball takes a lair action to cause one of the following effects:
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Root Snare: Thick roots erupt from the ground, attempting to ensnare creatures within 30 feet of Wrecking Ball. Each creature in that area must succeed on a DC 15 Dexterity saving throw or be restrained until the end of its next turn.
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Ethereal Distortion: The magical energy within the lair distorts reality, causing the area within 30 feet of Wrecking Ball to become heavily obscured by swirling arcane mists. This effect lasts until initiative count 20 on the next round.
Regional Effects:
The region containing Wrecking Ball's lair is imbued with potent magical energies, which create one or more of the following effects:
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Arcane Nexus: Within a 1-mile radius of Wrecking Ball's lair, the ambient magical energy is heightened, causing spells cast within the area to have their effects amplified. Spells cast within this area have their damage increased by 1d6, and creatures have disadvantage on saving throws against spells.
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Vegetation Growth: The flora surrounding Wrecking Ball's lair grows at an accelerated rate, with plants and trees thriving in the enchanted environment. Any non-magical plants within a 1-mile radius of the lair grow twice as fast as normal, and their size is increased by 50%.
If Wrecking Ball dies, these effects fade over the course of 1d6 days as the magical energies dissipate from the area.







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