Wallmaster
Wallmasters are enormous disembodied hands that hang from the walls and ceilings of dark areas, attempting to grab their prey. Once grabbed the target will be taken back to the beginning of the Dungeon or specific area.
Their outer appearance can vary wildly to blend in to their surroundings; wallmasters in dungeons and caves will appear as stone gauntlets, while in dark forests and swamps with heavy canopy cover, they will be fleshy and monstrous. They can even be wrapped in metal in highly industrious areas.
Regardless of their outer appearance, all wallmasters have a single red eye in the center of their palm that, when open, shines a red spotlight down on whatever they're currently looking at, which is almost always what is directly under them. See also knucklemasters, physically superior kin who focus on killing rather than teleporting.
Shadow Camouflage. The wallmaster has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.
Spider Climb. The wallmaster can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Regardless of their outer appearance, all wallmasters have a single red eye in the center of their palm that, when open, shines a red spotlight down on whatever they're currently looking at, which is almost always what is directly under them. See also knucklemasters, physically superior kin who focus on killing rather than teleporting.
Stats
Medium aberration, lawful neutral- AC=13 (natural armor)
- HP= 33
- Spd= 30', fly 30' (Hover), halved when carrying a large or medium creature
- STR= 15 (+2)
- DEX= 13 (+1)
- CON= 12 (+1)
- INT= 5 (-3)
- WIS= 12 (+1)
- CHA= 6 (-2)
Shadow Camouflage. The wallmaster has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.
Spider Climb. The wallmaster can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
- Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d10 + 2 slashing damage, and a Large or smaller target is grappled (escape DC 15). While the target is grappled, the wallmaster cannot attack another target.
- Drop (Recharge 1). The wallmaster targets one creature directly underneath it, then propels itself downward at great speed. Each creature in its path must make a DC 15 Dex saving throw or take 1d6 bludgeoning damage per 10 feet fallen, up to 6d6. If the creature(s) is not on the floor, it is pushed to the floor, or up to 60' in that direction, hitting any creatures beneath it for 1d6 bludgeoning damage per 10 feet fallen. All creatures pushed take 1d4 bludgeoning damage upon hitting the floor (if not already touching the floor). If the target is Large or smaller, it is grappled (escape DC 15). While the target is grappled, the wallmaster cannot attack another target. On a successful save the target takes half damage and is not pushed or grappled. The wallmaster is stopped above the target.
- Teleport. The wallmaster targets one creature grappled by the wallmaster that is not grappled by another creature. When the wallmaster has carried the target back to its ceiling (or initial drop point) the target the target instead suffers 4d4 force damage and is safely teleported, as the spell, to the entrance of the structure or cave in which the target currently resides. The wallmaster regains HP equal to the amount of damage dealt. If the target is not in a structure or cave of any sort, or the teleporation otherwise fails, the target instead suffers 2d6 force damage.
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