No Man Can Make It Fall. This monster has advantage on saving throws against spells. If this monster succeeds on a saving throw from a spell, it avoids all damage and effects of the spell it was hit by.
You Can't Go Through It. This Monster is immune to any effects that would change its size or shape in any way. Additionally, this monster cannot be pushed by anything.
Head Smash. This Monster charges 30 ft in one direction. A creature caught in the attack is pushed to the side and must make a DC 17 dexterity saving throw. On a fail, they take 4d20 piercing damage and fall prone. On a success they take half as much damage and are knocked down.
Iron Head. Melee Weapon attack, +10 to hit, one target, reach 10ft. Hit. 2d20 +10 Bludgeoning Damage, the target must make a DC 15 constitution saving throw or be pushed 10 ft away from THE WALL on a fail.
Roar. This monster roars a terrible roar. Anyone within 30 ft of THE WALL must make a DC 15 wisdom saving throw. On a fail they take 3d20 thunder damage, 3d20 psychic damage, and are frightened of THE WALL. On a success, they take 3d10 thunder damage.
Iron Defense. This Monster adds 1d20 to its AC for 1d10 turns.
Wall Everything. This monster makes a DC 30 constitution saving throw. If it succeeds, it recovers 2d20 HP. If it is at full HP, it gains 2d20 temporary HP instead.
Head Smash. This Monster charges 30 ft in one direction. A creature caught in the attack is pushed to the side and must make a DC 17 dexterity saving throw. On a fail, they take 4d20 piercing damage and fall prone. On a success they take half as much damage and are knocked down.
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