Wandering Door

Obojima: Tales from the Tall Grass p. 330 (Third Party)

Tamaño
Grande
Tipo
construct
Alineamiento
legal neutral
CA
12
Puntos de golpe
8 (1d10+3)
Velocidad
walk 150 ft., climbing 150 ft.
Salvaciones
Str +11, Dex +10, Con +11, Int +10, Wis +11, Cha +8
Habilidades
Acrobatics +10, Athletics +11, Perception +11, Stealth +10
Inmunidades
All
Inmunidad a estados
Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious
Sentidos
Blindsight 300 ft.
Percepción pasiva
21
Idiomas
understands all but can't speak
Desafío
0
FUE
17
+3
DES
14
+2
CON
16
+3
INT
14
+2
SAB
16
+3
CAR
10
+0

Rasgos

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.

Acciones

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.

Reacciones

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.

Otros datos

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.