Wandering Door
Obojima: Tales from the Tall Grass p. 330 (Third Party)
- Size
- Large
- Type
- construct
- Alignment
- lawful neutral
- AC
- 12
- Hit Points
- 8 (1d10+3)
- Speed
- walk 150 ft., climbing 150 ft.
- Saving Throws
- Str +11, Dex +10, Con +11, Int +10, Wis +11, Cha +8
- Skills
- Acrobatics +10, Athletics +11, Perception +11, Stealth +10
- Immunities
- All
- Condition Immunities
- Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious
- Senses
- Blindsight 300 ft.
- Passive Perception
- 21
- Languages
- understands all but can't speak
- Challenge
- 0
Traits
Proficiency Bonus
+8
Dispel Susceptibility
The Wandering Door becomes a mundane pile of rubble if it's targeted by a Dispel Magic spell of 7th level or higher.
Doorway
A creature that enters the Wandering Door can teleport to any doorway on any plane as if the doorway was planted directly in front of the location. If a creature is not aware of how the door's magic works, it is instead teleported to a random doorway.
Immutable Form
The Wandering Door is immune to any spell or effect that would alter its form.
Legendary Resistance (7/Day)
If the Wandering Door fails a saving throw, it can choose to succeed instead.
recharge
7/DAY
Like the Wind
The Wandering Door's movement doesn't provoke opportunity attacks.
Magic Resistance
The Wandering Door has advantage on saving throws against spells and other magical effects.
Special Feet
The Wandering Door can walk on all surfaces, including vertically up walls and on top of water.
Actions
Leap!
The Wandering Door leaps 60 feet vertically into the air.
Shake!
The Wandering Door shakes violently. All creatures on top of the Wandering Door must succeed on a DC 19 Strength saving throw or be thrown away from the door, landing prone in an unoccupied space within 10 feet of it.
Reactions
Flee!!!
If a creature moves within 30 feet of the Wandering Door, it moves up to 100 feet.
Shake!
When a creature lands on top of the Wandering Door, the door shakes violently. All creatures on top of the Wandering Door must succeed on a DC 19 Strength saving throw or be thrown away from the door, landing prone in an unoccupied space within 10 feet of it.
Other data
description
Only a handful of people on Obojima have seen the enchanted moving doorway. Every now and then, a ranger spots a wandering door while deep in the forest or a postal knight sees one running across the Gale Fields. Since no one has got close enough to a door to give a solid description, there's a good deal of speculation around if there is only one door or if there are multiple doors. To this day, no one really knows who enchanted these doors and no one has been able to catch one to study it.