Library / Bestiary

Living Wall

CR 4.00 Construct N Large HD 3
This gruesome wall is made stacked corpses mortared together into an unyielding mass of grasping limbs, topped with a dragon skull.

A living wall is a construct built out of the bodies of many creatures and mortared together with liquefied flesh. Like a gelatinous cube, it fills an entire 10-foot square, allowing it to completely block a hallway. Several living walls placed next to one another can obstruct an entire room. Its normal method of attack is to creep into range to make slam attacks, then push opponents against other walls and crush them to death. Living walls follow basic orders and are normally used to block access to certain parts of their creator's lair—to get through a living wall, it must be killed and hacked apart to create a space other creatures can pass through. Living walls can be ordered to stack themselves on top of each other to reach higher ceilings, but this requires a ramp to allow one to climb onto the other.

A living wall rises 8 to 10 feet high and weighs 4,000 pounds. The appearance of each one varies wildly depending on the creatures used to make up its constituent parts.

The pieces of a living wall must come from normal humanoid corpses that have not decayed significantly. The wall must also include at least one skull of a Large or larger creature (not necessarily a humanoid). Assembly requires at least 20 different full bodies. Special flesh-dissolving acids worth 500 gp are also required to cement the pieces together. Note that creating a living wall requires casting a spell with the evil descriptor.

HP
46 (3d10+30); fast healing 1
AC
12, touch 5, flat-footed 12 (–4 Dex, +7 natural, –1 size)
Init
–4
Speed
10 ft.
Fort
+1
Ref
–3
Will
+1
BAB
+3
CMB
+8 (+10 bull rush, +12 grapple)
CMD
14 (16 vs. bull rush)
Melee
2 slams +6 (1d8+4 plus grab)
Space
10 ft.
Reach
5 ft.
DR
5/slashing
str
18
+4
dex
3
-4
con
-
int
-
wis
11
+0
cha
1
-5

Crushing Push — A living wall adjacent to a creature that is also adjacent to a barrier (such as a dungeon wall, gate, or another living wall) can spend a standard action to crush that creature against the barrier, dealing 1d8+6 points of damage. If the living wall is grappling the target, as part of this attack it can attempt a free combat maneuver check to pin the target.

push (slam, 5 ft.)

Fleshy Link — A living wall that is adjacent to another living wall automatically links with it, forming an impassible solid barrier. Linked living walls coordinate their attacks and move as one creature. Any linked wall can unlink itself as a free action. Any damage to one linked living wall is divided evenly among all linked living walls (for example, if three walls are linked and one takes 15 points of damage, each wall instead takes 5 points of damage). Two or three linked living walls count as a Huge creature for the purpose of effects affected or limited by size (such as bull rush), four or five count as Gargantuan, and six or more count as Colossal.

Universal Monster Rules

Grab (slams) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Push (slam, 5 ft.) Ex from Universal Monster Rule
A creature with the push ability can choose to make a free combat maneuver check with a particular successful attack (often a slam attack). If successful, this check pushes an opponent directly away as with a bull rush, but the distance moved is set by this ability. The type of attack that causes the push and the distance pushed are included in the creature's description. This ability only works on creatures of a size equal to or smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.

Special Abilities

Crushing Push from text
A living wall adjacent to a creature that is also adjacent to a barrier (such as a dungeon wall, gate, or another living wall) can spend a standard action to crush that creature against the barrier, dealing 1d8+6 points of damage. If the living wall is grappling the target, as part of this attack it can attempt a free combat maneuver check to pin the target.
Fleshy Link from text
A living wall that is adjacent to another living wall automatically links with it, forming an impassible solid barrier. Linked living walls coordinate their attacks and move as one creature. Any linked wall can unlink itself as a free action. Any damage to one linked living wall is divided evenly among all linked living walls (for example, if three walls are linked and one takes 15 points of damage, each wall instead takes 5 points of damage). Two or three linked living walls count as a Huge creature for the purpose of effects affected or limited by size (such as bull rush), four or five count as Gargantuan, and six or more count as Colossal.

Feats, Traits & Items

Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Details
Type
Construct
Alignment
N
Size
Large
Environment
any ruins or underground
Organization
solitary or pack (2–8)
Treasure
incidental
Senses
darkvision 60 ft., low-light vision; Perception +0
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
1 House/Core
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