Floormaster (5e Creature)
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Medium aberration, lawful evil
Armor Class 14 (natural armor)
Skills Perception +3, Stealth +4
Grappler. The floormaster has advantage on attack rolls against any creature grappled by it.
Shadow Camouflage. The wallmaster has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage, and a Large or smaller target is grappled (escape DC 15). While the target is grappled, the wallmaster cannot attack another target.
Flying Punch (Recharge 5-6). Melee Weapon Attack: +5 to hit, all creatures within a 15 ft. line. Hit: 10 (2d6 + 3) bludgeoning damage, and a target must succeed on a DC 15 Strength saving throw or be knocked prone. The floormaster's AC gains a +4 bonus until the start of its next turn. The floormaster can choose to move to any part of the 15 ft. line it attacks without expending movement.
Labored Flight. The floormaster gains a magical flying speed of 20 feet until the start of its next turn. It cannot attack while flying.
A floormaster turns green when it uses Flying Punch.
Three mini floormasters are seen at the bottom.
A floormaster usually appears as a gigantic and disembodied humanoid hand of a jet black and slightly violet color, with sharpened nails. It crawls along the floors vile temples, corrupted ruins, or other structures filled with dark magic. Not needing to eat or even breathe, one these magically created creatures exists solely to assault invaders. A wallmaster maneuvers overground by crawling on its five huge fingers. When a foreign entity approaches, it usually ambushes them by turning a shade of green and flying towards it with a ferocious punching strike. In the rare event this doesn't kill the invader outright, the floormaster can assail with claw and gripping attacks. Some are even able to turn invisible, or split into smaller creatures known as mini floormasters.
Floormasters are related to wallmasters, and usually bear an almost identical appearance. Unlike a floormaster, a wallmaster sticks to ceilings and walls, and almost always attacks by dropping on its victims and teleporting them away. A wallmaster lacks the more robust combat abilities of a floormaster, and most floormasters lack the ability to teleport victims.
Variant: Invisible Floormaster
Particularly in areas of powerful dark magic, a floormaster can maintain constant invisibility. It gains the following trait:
Superior Invisibility. As a bonus action, the floormaster can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the floormaster wears or carries is invisible with it.
Variant: Splitting Floormaster
A powerful floormaster is able to split into smaller mini floormasters when it is endangered. It gains the following reaction:
Split into Mini Floormasters. After taking damage that isn't radiant damage nor from a critical hit, the floormaster can use its reaction to split into three mini floormasters with full hit points. Each of these creatures rolls separate initiative when it appears.
A floormaster can have both the Invisible Floormaster and Splitting Floormaster variants applied to it. Such a fearsome floormaster has a CR of 2 (450 XP), and the mini floormasters it creates retain its Superior Invisibility.
- Knucklemaster, a larger and more powerful floormaster clad in armor
- Wallmaster, a similar creature with less ferocious attacks and no ability to split, but a capability to teleport victims away
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