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<blockquote data-quote="the Jester" data-source="post: 4561748" data-attributes="member: 1210"><p><strong><span style="font-size: 18px">LIVING WALL</span></strong></p><p> </p><p>A living wall (a misnomer, to be sure) is an undead wall that contains the bodies and anima of its victims. It twists their power to fuel its own evil needs. As a living wall consumes more souls, it becomes progressively more powerful, often attaining twisted mockeries of the powers its victims had. Although largely immobile, a living wall is nonetheless very dangerous. </p><p></p><p>Though cloaked by an illusion that causes it to appear to be made of stone, brick and mortar or even wood, a creature that can see past this illusory form will realize that it is actually a gruesome construction of graying and sinewy flesh; hands, broken bones and feet rest just under the surface. </p><p></p><p>A living wall is only dangerous if in a position that its enemies must approach, or if it has allies that can use its presence to aid them.</p><p></p><p><strong><span style="font-size: 15px">LIVING WALL GRAPPLER--- Level 16 Controller</span></strong></p><p>A standard living wall covers at least a 10’ section of wall, and sometimes a length of up to 20’ will be a single living wall. Often, multiple living walls will be constructed adjacent to each other. Some living walls appear to have doors in them, but this is merely part of the illusion that lures their prey.</p><p></p><p>Large shadow construct (undead)--- XP 1400</p><p>---</p><p>Initiative +6; Senses Perception +11; tremorsense 6</p><p>HP 158; Bloodied 79</p><p>AC 30; Fortitude 30; Reflex 20; Will 26</p><p>Immune disease, poison; Resist necrotic 20; Vulnerable radiant 15</p><p>Speed -</p><p>---</p><p><strong>[Melee basic] Desperate Grab</strong> (standard; at will): +20 vs. Reflex; Hit: 1d10+7 damage and the target is grabbed (escape ends); Miss: half damage and the target is slowed until the end of its next turn.</p><p></p><p><strong>[Melee] Hold Against the Wall</strong> (standard; at will): Only against a grabbed target; +20 vs. Fortitude; Hit: target is restrained (escape returns to grab) and takes a -2 penalty to escape attempts until it is no longer restrained. </p><p></p><p><strong>[Melee] Absorb Essence</strong> (minor; at will) <strong>Necrotic:</strong> Only against a restrained target; +20 vs. Fortitude; 1d10+5 necrotic damage. If the target dies while restrained, it is absorbed into the living wall grappler and lost forever.</p><p></p><p><strong>[Ranged] Terrible Lure</strong> (minor 1/round; at will) <strong>Charm:</strong> Even when a victim knows the living wall is a threat to it, the wall can psychically force them to approach. Range 8; +20 vs. Will; Hit: the target is pulled 4 and immobilized (save ends).</p><p></p><p><strong>Illusory Appearance * Illusion:</strong> It requires an Insight or Perception check, DC 28, to recognize a living wall as dangerous before it attacks.</p><p>---</p><p>Alignment chaotic evil; Languages any known by victims; at least 3</p><p>Str 25; Dex 7; Wis 16</p><p>Con 22; Int 6; Cha 6</p><p></p><p></p><p></p><p><strong><span style="font-size: 15px">LIVING WALL SHROUDER--- Level 24 Controller</span></strong></p><p>A living wall shrouder covers at least a 20’ section of wall, and sometimes a length of up to 40’ will be a single living wall shrouder. </p><p></p><p>Large shadow construct (undead)--- XP 6050</p><p>---</p><p>Initiative +10; Senses Perception +15; tremorsense 10</p><p><strong>Shroud of Shadows</strong> aura 3; the living wall shrouder and all allies in the aura gain concealment.</p><p>HP 222; Bloodied 111</p><p>AC 34; Fortitude 34; Reflex 28; Will 30</p><p>Immune disease, poison; Resist necrotic 30; Vulnerable radiant 20</p><p>Speed -</p><p>---</p><p><strong>[Melee basic] Desperate Grab</strong> (standard; at will): +28 vs. Reflex; Hit: 1d12+8 damage and the target is grabbed (escape ends); Miss: half damage and the target is slowed until the end of its next turn.</p><p></p><p><strong>[Melee] Hold Against the Wall</strong> (standard; at will): Only against a grabbed target; +28 vs. Fortitude; Hit: target is restrained (escape returns to grab) and takes a -2 penalty to escape attempts until it is no longer restrained. </p><p></p><p><strong>[Melee] Absorb Essence</strong> (minor; at will) <strong>Necrotic:</strong> Only against a restrained target; +28 vs. Fortitude; 2d6+6 necrotic damage. If the target dies while restrained, it is absorbed into the living wall grappler and lost forever.</p><p></p><p><strong>Illusory Appearance * Illusion: </strong>It requires an Insight or Perception check, DC 35, to recognize a living wall shrouder as dangerous before it attacks.</p><p></p><p><strong>Confusing Shadows</strong> (immediate interrupt; when an enemy within 5 moves or shifts; at will): The living wall shrouder makes a ranged attack on the target (this attack does not trigger opportunity attacks): +x vs. Will; Hit: the living wall shrouder determines where the target’s movement takes it; Miss: the target is slowed until the end of its next turn. </p><p>---</p><p>Alignment chaotic evil; Languages any known by victims; at least 3</p><p>Str 25; Dex 7; Wis 16</p><p>Con 22; Int 26; Cha 6</p></blockquote><p></p>
[QUOTE="the Jester, post: 4561748, member: 1210"] [B][SIZE="5"]LIVING WALL[/SIZE][/B] A living wall (a misnomer, to be sure) is an undead wall that contains the bodies and anima of its victims. It twists their power to fuel its own evil needs. As a living wall consumes more souls, it becomes progressively more powerful, often attaining twisted mockeries of the powers its victims had. Although largely immobile, a living wall is nonetheless very dangerous. Though cloaked by an illusion that causes it to appear to be made of stone, brick and mortar or even wood, a creature that can see past this illusory form will realize that it is actually a gruesome construction of graying and sinewy flesh; hands, broken bones and feet rest just under the surface. A living wall is only dangerous if in a position that its enemies must approach, or if it has allies that can use its presence to aid them. [B][SIZE="4"]LIVING WALL GRAPPLER--- Level 16 Controller[/SIZE][/B] A standard living wall covers at least a 10’ section of wall, and sometimes a length of up to 20’ will be a single living wall. Often, multiple living walls will be constructed adjacent to each other. Some living walls appear to have doors in them, but this is merely part of the illusion that lures their prey. Large shadow construct (undead)--- XP 1400 --- Initiative +6; Senses Perception +11; tremorsense 6 HP 158; Bloodied 79 AC 30; Fortitude 30; Reflex 20; Will 26 Immune disease, poison; Resist necrotic 20; Vulnerable radiant 15 Speed - --- [B][Melee basic] Desperate Grab[/B] (standard; at will): +20 vs. Reflex; Hit: 1d10+7 damage and the target is grabbed (escape ends); Miss: half damage and the target is slowed until the end of its next turn. [B][Melee] Hold Against the Wall[/B] (standard; at will): Only against a grabbed target; +20 vs. Fortitude; Hit: target is restrained (escape returns to grab) and takes a -2 penalty to escape attempts until it is no longer restrained. [B][Melee] Absorb Essence[/B] (minor; at will) [B]Necrotic:[/B] Only against a restrained target; +20 vs. Fortitude; 1d10+5 necrotic damage. If the target dies while restrained, it is absorbed into the living wall grappler and lost forever. [B][Ranged] Terrible Lure[/B] (minor 1/round; at will) [B]Charm:[/B] Even when a victim knows the living wall is a threat to it, the wall can psychically force them to approach. Range 8; +20 vs. Will; Hit: the target is pulled 4 and immobilized (save ends). [B]Illusory Appearance * Illusion:[/B] It requires an Insight or Perception check, DC 28, to recognize a living wall as dangerous before it attacks. --- Alignment chaotic evil; Languages any known by victims; at least 3 Str 25; Dex 7; Wis 16 Con 22; Int 6; Cha 6 [B][SIZE="4"]LIVING WALL SHROUDER--- Level 24 Controller[/SIZE][/B] A living wall shrouder covers at least a 20’ section of wall, and sometimes a length of up to 40’ will be a single living wall shrouder. Large shadow construct (undead)--- XP 6050 --- Initiative +10; Senses Perception +15; tremorsense 10 [B]Shroud of Shadows[/B] aura 3; the living wall shrouder and all allies in the aura gain concealment. HP 222; Bloodied 111 AC 34; Fortitude 34; Reflex 28; Will 30 Immune disease, poison; Resist necrotic 30; Vulnerable radiant 20 Speed - --- [B][Melee basic] Desperate Grab[/B] (standard; at will): +28 vs. Reflex; Hit: 1d12+8 damage and the target is grabbed (escape ends); Miss: half damage and the target is slowed until the end of its next turn. [B][Melee] Hold Against the Wall[/B] (standard; at will): Only against a grabbed target; +28 vs. Fortitude; Hit: target is restrained (escape returns to grab) and takes a -2 penalty to escape attempts until it is no longer restrained. [B][Melee] Absorb Essence[/B] (minor; at will) [B]Necrotic:[/B] Only against a restrained target; +28 vs. Fortitude; 2d6+6 necrotic damage. If the target dies while restrained, it is absorbed into the living wall grappler and lost forever. [B]Illusory Appearance * Illusion: [/B]It requires an Insight or Perception check, DC 35, to recognize a living wall shrouder as dangerous before it attacks. [B]Confusing Shadows[/B] (immediate interrupt; when an enemy within 5 moves or shifts; at will): The living wall shrouder makes a ranged attack on the target (this attack does not trigger opportunity attacks): +x vs. Will; Hit: the living wall shrouder determines where the target’s movement takes it; Miss: the target is slowed until the end of its next turn. --- Alignment chaotic evil; Languages any known by victims; at least 3 Str 25; Dex 7; Wis 16 Con 22; Int 26; Cha 6 [/QUOTE]
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