Huge Construct
Armor Class 14 (Natural armor)
Hit Points 100 (10d10 + 45)
Speed 20 ft., Climb 20 ft.
STR
18 (+4)
DEX
4 (-3)
CON
20 (+5)
INT
3 (-4)
WIS
6 (-2)
CHA
26 (+8)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning
Condition Immunities Paralyzed, Poisoned
Senses Passive Perception 8
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Teddy Charm. A creature that sees or senses the Wall of Teddy Bears through sight or an equivalent sense is automatically Charmed by it until they see it do something harmful, such as using its Teddy Wall trait or making an attack. If a creature Charmed by the wall through this ability witnesses it make a harmful action, the creature must attempt a DC 16 Charisma saving throw. If the harmful action was against them, they have advantage on the saving throw. On a successful save, the creature is no longer Charmed by the wall for 1 minute. After that, at the start of every round, the creature must repeat the saving throw or be Charmed by the Wall of Teddy Bears again.

Teddy Wall. The Wall of Teddy Bears takes up its entire space. Other creatures can enter the space, but a creature that does so is subject to the creature's Engulf and has disadvantage on its saving throw. Creatures inside the wall cannot be seen and have total cover. A creature within 5 feet of the wall can take an action to pull a creature out of the Wall of Teddy Bears. Doing so requires a successful DC 16 Strength check. The wall can only hold a limited number of creatures at a time, being one Huge creature, two Large creatures, or four Medium or smaller creatures.

Actions

Beckon. The Wall of Teddy Bears beckons a creature charmed by it. If that creature is still charmed by their next turn, they must use their full movement speed to walk towards the wall.

Engulf. The Wall of Teddy Bears moves up to its 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 16 Dexterity saving throw. On a successful save. The creature can choose to either be pushed 5 feet back or to the side of the wall. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the creature enters the wall's space, and is engulfed. The engulfed creature can't breathe, is Restrained, and takes 21 (6d6) Bludgeoning 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 16 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the wall.

Multiattack. The Wall of Teddy Bears makes 3 slap attacks.

Slap. Melee Weapon Attack: +0 to hit, reach 5 ft., 1 target. Hit: 12 (4d4+2) Bludgeoning damage.

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