Biweekly Monster-Wall of Flesh

Passive Defender. This amalgam of disjointed tissue waits for inattentive prey to come to it and then lazily attempts to ensnare it. Clever dungeon denizens will sometimes make their lair nearby or through a door where the wall of flesh lurks, as the commotion of trying to slay one blocking a door can serve to alert them to approaching danger.

Tamed Flesh. Walls of flesh are susceptible to being domesticated and certain forces comfortable with their horrifying appearance use them to protect parts of their lairs through their sheer ability to absorb damage.

Pack Hunters. Walls of flesh recognize how ineffectual their attacks can be against larger prey and sometimes gather in large groups, each using their bodies to block an entrance to the chamber where they lurk while one or two close in on the enemy.


Thank you, Adventure Time

Wall of Flesh
Large aberration, neutral
Armor Class: 12 (natural armor)
Hit Points: 63 (6d10+30)
Speed: 20 ft.

6 (-2) 6 (-2) 20 (+5) 6 (-4) 10 (+0) 4 (-3)

Condition Immunities: prone
Senses: tremorsense 10 ft., passive Perception 10
Languages: —
Challenge: 1/8 (25 XP)

Impassable. Creatures smaller than the wall of flesh cannot pass through space the wall of flesh occupies.

Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 0 (1d4 – 2) bludgeoning damage.

Today’s monster goal was to take the concept of the stirge (low health, high damage for its CR) and reverse it to produce an extremely tough but low damage variant. At low levels, a straight forward fight with a bunch of these would probably be a bad idea because the fight would just drag on and on, but maybe as nuisances while interacting with a space or as support monsters for a more powerful monster. One of these taking the help action could be a real problem for the party.

It was fun having a mechanical goal for a monster and making the flavor fit later.

Stirge: 2 HP compared to 7-35 recommended, +5 to hit compared to +3 recommended plus auto-hit on later rounds, 5 damage compared to 2-3 recommended. This is a 90% reduction in HP (offset by a 14 AC compared to 13 for 5% fewer hits coming in) for a 120% increase in damage output on average. Inverting that is awkward due to the high health range given for CR 1/8.

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