Wallmaster (5e Creature)

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Medium aberration, lawful neutral

Armor Class 13 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.

15 (+2) 13 (+1) 12 (+1) 5 (-3) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +3
Proficiency Bonus +2
Damage Vulnerabilities radiant
Senses blindsight 90 ft., passive Perception 13
Languages understands Stal but can't speak
Challenge 1/2 (100 XP)

Shadow Camouflage. The wallmaster has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.

Spider Climb. The wallmaster can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage, and a Large or smaller target is grappled (escape DC 15). While the target is grappled, the wallmaster cannot attack another target.

Drop. Melee Weapon Attack: +4 to hit, one creature directly underneath the wallmaster. Hit: 3 (1d6) bludgeoning damage per 10 feet fallen, up to 21 (6d6). If the target is Large or smaller, it is grappled (escape DC 15). While the target is grappled, the wallmaster cannot attack another target.

Teleport. Melee Weapon Attack: +5 to hit, one creature grappled by the wallmaster that is not grappled by another creature. Hit: The target is safely teleported, as the spell, to the entrance of the structure or cave in which the target currently resides. If the target is not in a structure or cave of any sort, or the teleporation otherwise fails, the target instead suffers 7 (2d6) force damage.

Vertical Flight. The wallmaster gains a magical flight speed of 60 feet until the start of its next turn, which it can only use to travel straight up or straight down. It cannot attack while flying.

A wallmaster dropping from a ceiling. Source

A wallmaster, or "fall master," appears as a gigantic and disembodied humanoid hand of a jet black and slightly violet color, usually with sharpened nails. It crawls along walls and ceilings of 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 protect its habitat from invaders. If any foreign entity enters the structure it guards, the wallmaster falls upon it, clutching it tightly in its grip. In a blur of black smoke, the clutched victim is knocked unconscious and returned to the entrance of whatever structure the wallmaster is protecting.

A wallmaster is able to maneuver overground by crawling on its five huge fingers. More often than not, however, a wallmaster will magically fly back up to the spot from which it pounced, waiting eternally for the next invader.

Wallmasters are related to floormasters, 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: Holemaster[edit]

A handful of wallmasters have adapted to not drop from ceilings, but instead arise from shadowy holes on the ground. One "holemaster" takes the form of a longer arm that extends from its personal hole, but seemingly cannot be removed from this hole. The creature can move the hole itself overland at uncanny speed.
This variant cannot take the Vertical Flight or Drop actions, and its Claw attack inflicts bludgeoning damage instead of slashing damage. Its blindsight is replaced with tremorsense of the same range. It Spider Climb trait is replaced with the following trait:

Submerged in Darkness. Whenever the holemaster takes the Dodge action, or takes no action on its turn even though it is able to take one, it gains three-quarters cover against all attacks until the start of its next turn.

A holemaster arising from its hole. Source

See also[edit]

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