5e SRD >Creatures >

Zoetic Wall

Large construct, unaligned

Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 10 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

Damage Resistances acid, cold, fire
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 10 (5,900 XP)

SPECIAL TRAITS

  • False Appearance. Normally a zoetic wall is easily identifiable as it is made up of bones mortared together with flesh. This particle golem has a permanent glamour cast on it which it is indistinguishable from the surrounding wall it is attached to while the golem remains motionless.
  • Fleshy Link. A zoetic wall that is adjacent to another living wall automatically links with it, forming an impassable solid barrier. Linked living walls coordinate their attacks and move as one creature. Any linked wall can unlink itself as a free action. Any damage to one linked living wall is divided evenly among all linked zoetic walls (for example, if three walls are linked and one takes 15 points of damage, each wall instead takes 5 points of damage). Two or three linked living walls count as a Huge creature for the purpose of effects affected or limited by size, four or five count as Gargantuan, and six or more count as Gargantuan (titanic).
  • Immutable Form. The golem is immune to any spell or effect that would alter its form.
  • Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The golem‘s weapon attacks are magical.

ACTIONS

  • Multiattack. The golem makes two slam attacks.
  • Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and if the target Large or smaller it is grappled (Escape DC 18).
  • Wall Crush (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it or a creature it has grappled it then attempts to crush them against a wall. Each target must make a DC 17 Dexterity saving throw against this attack. On a failed save, a target takes 56 (16d6) bludgeoning damage and is stunned for 1 minute or half damage and not stunned on a success.

REACTIONS

  • Crushing Push. As a reaction to grappling a target the golem may use wall crush if available.
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Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham