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Primordial Walls

In elemental chaos, where the primal elemental plans run rampant with the forces of nature, there are areas where each elemental plane begins to blend into another. These boarders are most well known for giving rise to quasi-elemental's, creatures of mixed energies that live an inherently unstable existence. But occasionally when these energies meet, rather than pulling towards each other, they push back, creating magical boundaries infused with elemental spirits. Known as primordial walls, these living barriers exist only to keep the elemental planes from running together into formless chaos.   Synthetic Guardians Primordial walls are often incapable of movement under their own power, anchored into place without any method of locomotion. But for stronger elemental's, moving these walls is not an impossible feat, and the most powerful elemental's often seek out primordial walls to capture and bring back to their territory. There the wall is used as a powerful line of defense, many of them use a primordial wall to guard special treasures or act both as doorman and doorway in one. Some intelligent elemental's, such as eclectic djinn, delight in managing to capture or pay for primordial walls composed of elements from other planes, showing them off as symbols of power to visiting guests.  

Primordial Wall of Air

One of the four basic types of primordial walls, created at the edges of the Elemental Plane of Air. Similar in shape and appearance to clouds, these primordial walls are one of the few known to be capable of movement, caused by generating air currents that push their body from place to place. This fact, in addition to the difficulty of spotting a wall of air in the first place, makes them a rarity among the elemental planes, and therefor more valuable to those who already pay highly for the capture of these elemental's guards.
 
Quick to Miss The ephemeral nature of this primordial wall makes it especially difficult to damage by normal means, as even enchanted weapons slide harmlessly through the wall's form. However, this also means the wall has no physical form to attack foes with, leaving it no other method of self-defense than creating strong gusts of wind with its body, which it uses to push other creatures away.


Armor Class17 (natural armor)
Hit Points 18d10
Speed0 ft.Fly 80 ft.
Strength4 (-3)
Dexterity20 (+5)
Constitution10 (+0)
Intelligence2 (-4)
Wisdom6 (-2)
Charisma8 (-1)
Damage ImmunitiesPoisonBludgeoningPiercing
Slashing
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedGrappledParalyzed
PetrifiedPoisonedProneRestrained
SensesBlindsight 30 ft. (blind beyond this radius)Passive Perception 8
LanguagesUnderstands Auran but can not speak
Challenge4 (1100 XP)
Special 1DefenderAll attack rolls made against the wall have a disadvantage
Special 2Fade to AirWhen not moving, the wall is invisible; while the wall is moving.Wisdom (Perception) checks made to detect it has a disadvantage
Special 3Unmoving WallAny creature attempting to move through a space occupied by the wallmust make a DC 16 Strength (Athletics) check to do so.
Flying creatures have a disadvantage on this check
ActionBuffetThe wall uses its high-speed winds to assault targets from multiple sides.Up to two creatures within 15 feet of the wall that can see it must each
make a DC 14 Strength saving throw.On a failed save, a target takes 2d8 bludgeoning damageand is pushed 10 feet directly away from the wall.On a success, a target takes half as much damage and is not pushed away

Primordial Wall of Bones

As their name states, these primordial walls are made entirely from the bones of once living creatures, magically reanimated by the spark of an elemental being. Unlike other primordial walls, these creatures are incapable of forming naturally in the elemental planes, and are not a result of elemental energies clashing at planar boarders. Instead, a wall of bones is always synthetically manufactured, created by the actions of a dedicated being or group of beings. Few creatures which collect primordial walls ever bother to create or purchase a wall of bones, viewing these creatures as strange abominations, far less elegant than other primordial walls, and too macabre to have a place in their home.
 
Necromantic Efforts While at first a wall of bone may appear to be some form of undead, the creation of a wall of bones actually requires no experience or skill in the necromantic arts. Creating a wall of bones is usually done by summoning a minor elemental spirit and commanding it to possess a mundane pile of bones. In spite of the fact that creating a wall of bones is not an act of necromancy, the necessity of obtaining or creating a sufficient number of bones means that even most magically experiences cultures view a wall of bones with suspicion, and those who command the wall with a healthy does of paranoia.


Armor Class15 (natural armor)
Hit Points 12d10+48
Speed15 ft.
Strength7 (-2)
Dexterity6 (-2)
Constitution18 (+4)
Intelligence2 (-4)
Wisdom8 (-1)
Charisma11 (+0)
Damage ImmunitiesPoison
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedGrappledPoisoned
ProneRestrained
SensesBlindsight 30 ft. (blind beyond this radius)Passive Perception 9
LanguagesUnderstands Primordial but can not speak
Challenge5 (1800 XP)
Special 1DefenderAll attack rolls made against the wall have disadvantage
Special 2RegenerateWhenever the wall would be reduced to 0 hit points,it instead must make a constitution saving throw,
with a DC equal to 10 or half the damage dealt, whichever is higher.If the was succeeds on the saving throw,it instead takes no damage
Special 3Unmoving WallAny creature attempting to move through a space occupied by the wallmust make a DC 15 strength (athletics)
or dexterity (acrobatics) check to do so
ActionSlashMelee Weapon Attack d20+1 to hit
Reach 5 ft., up to three targets within reachHit 1d6-2 slashing damage.Any creature hit by the wall must makea DC 14 constitution saving throw.
On a failed save, a creature becomes inflicted with grave rot.A creature inflicted with this disease must succeed ona DC 14 constitution saving throw at the end of each long restor have its constitution score reduced by 1.
If a creature's constitution score reaches 0 in this way,they immediately die and their flesh rots away,and they are then magically reanimated as an undead skeleton
ReactionPiercing MeshWhen a creature passes through a space occupied by the wall,it may use its reaction to compress itself on the creature,
dealing 4d6 piercing damage.The target must then succeed on a DC 15 dexterity saving throw,or become restrained by the wall.The wall may only have one creature restrained in this way at a time.
A restrained creature can free itself by using anaction to repeat the saving throw, freeing itself on a success

Primordial Wall of Brambles

Argued by some to be the least of all primordial walls, the wall of brambles is nonetheless still a formidable sight. Unlike other primordial walls, the wall of brambles forms only at the edges of the Para-elemental Plane of Ooze, and acts to keep the energies of the plane from separating into the distinct forces of water and earth. The wall of brambles is also unique in that it is one of the few primordial walls formed from living matter, capable of growing over time, rather than remaining static as the other walls do. Some planer travelers speak of seeing examples of these walls which stretch for miles in either direction, reaching high into the formless sky, taking days or even weeks to pass beyond their edges without risking injury.
 
Border of Thorns Perhaps because this wall is created from living plants, rather than shaped from formless energy, the wall of brambles is incapable of any sort of movement beyond its own slow growth. A wall of brambles can not lash out at intruders, only attempt to stoically prevent them from progressing through its depths. And just as with other plants, the wall of brambles is at heavy risk of catching fire when touched with flame. Most travelers avoid using this method to cross a wall of brambles however, because the moisture of the walls often causes them to burn for days at a time before the fire settles down, and risks potentially igniting dangerous gases which can form in the depths of the Plane of Ooze, causing lethal explosions.


Armor Class7
Hit Points 8d10+16
Speed0 ft.
Strength13 (+1)
Dexterity4 (-3)
Constitution15 (+2)
Intelligence2 (-4)
Wisdom4 (-3)
Charisma8 (-1)
Damage VulnerabilitiesFire
Damage ImmunitiesAcid
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedParalyzedProne
RestrainedStunned
SensesBlindsight 15 ft (blind beyond this radius)Passive Perception 7
LanguagesUnderstands Primordial but can not speak
Challenge5 (1800 XP)
Special 1DefenderAll attack rolls made against the wall have a disadvantage
Special 2Prickly TouchWhenever a creature hits the wall with a melee attack,the attacking creature must make a DC 13 dexterity (acrobatics) check.
On a failed save, the creature takes 3d6 slashing damage and is grappled.On a success, the creature takes half as much damage and is not grappled.A grappled creature can use its action to attempt to free itself by makinga DC 13 Strength (athletics) or dexterity (acrobatics) check,
taking 1d6 slashing damage on a failed attempt
Special 3RegenerateWhenever the wall would be reduced to 0 hit pointsby any damage other than fire damage,
it instead must make a Constitution saving throw,with a DC equal to 10 or half damage dealt,whichever is higher. If the wall succeeds on the saving throw,it instead takes no damage
Special 4Unmoving WallAny creature attempting to move through a space occupied by the wallmust make a DC 12 Strength (athletics) or
dexterity (acrobatics) check to do so

Primordial Wall of Flame

Easily the most temperamental, and some would argue the most dangerous, of all primordial walls, the wall of flame is clearly a creation of the Elemental Plane of Fire. But like the plane itself, the creation of a wall of flame is widely unpredictable, and these creatures have been known to suddenly form without warning anywhere in the plane's burning expanse, even far from its border with the other elemental planes. Collectors or primordial walls often consider the wall of flame to be among the most beautiful, making it highly sought after, and the unusual frequency with which it forms makes it a common sight in elemental courts and palaces.
 
Shining Wildly While the wall of flame is in some ways beautiful to behold, its presence in a collection can rarely be easily justified. Special measures of precaution must be taken when dealing with a wall of flame outside of its native plane, lest it burn away the prized possessions of a collector. A wall of flame can sometimes seem so wild and strong willed that many who encounter them swear there is more malicious intelligence behind their actions, as if they were being piloted by some stronger elemental spirit than the mundane ones expected to be found within the other primordial walls. This causes some scholars to speculate that perhaps each wall of flame shares a special connection with Kossuth, the Primordial Lord of Fire, believing the walls of flame discreet follow his directions.


Armor Class13 (natural armor)
Hit Points 9d10+27
Speed30 ft.
Strength1 (-5)
Dexterity19 (+4)
Constitution17 (+3)
Intelligence4 (-3)
Wisdom8 (-1)
Charisma6 (-2)
Damage ImmunitiesColdFirePoison
Condition ImmunitiesBlindedCharmedDeafness
ExhaustionGrappledParalyzedPetrified
PoisonedProneRestrained
SensesBlindsight 30 ft. (Blind beyond this radius)Passive Perception 7
LanguagesUnderstands Ignan but can not speak
Challenge3 (700 XP)
Special 1DefenderAll attack rolls made against the wall have a disadvantage
Special 2Fiery TouchWhenever a creature touches the wall or hits it with a melee attack,the creature automatically takes 2d6 fire damage
Special 3Unmoving WallAny creature attempting to move through a space occupied by the wall must makea DC 14 dexterity (acrobatics) check to do so
ActionLick of FlameMelee Weapon Attack d20+6 to hit
Reach 10 ft., one targetHit 1d6+4 fire damage,and any flammable objects the target is wearing or carrying automatically ignite.The target itself catches fire, taking 1d6 fire damage
at the start of each of its turns until itor another creature uses an action to smother the flames
ReactionFlame Burst (Recharge 3-6)When the wall is attacked,it may use its reaction to force the attacking creature to make
a DC 14 Dexterity saving throw,causing them to take 6d6 fire damage on a failed save,or half as much on a success

Primordial Wall of Frost

Most often found as natural product of the Elemental Plane of Water, almost exclusively on its border with the Elemental Plane of Air. A wall of frost is perhaps one of the less dangerous of primordial walls, capable only of the slow movement of glaciers, and of solid a shape that it has no method of fighting foes. But primordial walls are structures created to guard borders, and in that department, the wall of frost truly excels. Much thicker than other primordial walls, and entirely solid on both sides, the only method to move past a wall of frost is to either go around it, climb it, or break through it, and none of these options are ever very easy. Simply touching a wall of frost is enough for it to begin encasing whatever - or whoever - is touching it in its own subzero ice, eventually swallowing them entirely.
 
Guardian of the Clan On the Material Plane, primordial walls are a rare sight, often summoned only in special circumstances to guard doorways, or by elemental worshiping cults to be used as unfeeling defenders. But for any adventure who seeks to hunt frost giants or cloud giants, a wall of frost might be a familiar sight. Giant mythology relates a legend of how a particular giant deity once used a single, enormous wall of frost to fend off an attacking army. Many giants are keen on having one of these primordial walls in their home to help defend against invaders, in honor of the story. And since frost giants may climb the wall without difficulty, and cloud giants are capable of simply flying over, these walls offer no difficulty in the navigation of their own home.


Armor Class16 (natural armor)
Hit Points 12d10+60
Speed5 ft.
Strength10 (+0)
Dexterity2 (-4)
Constitution20 (+5)
Intelligence3 (-4)
Wisdom8 (-1)
Charisma8 (-1)
Damage VulnerabilitiesFireThunder
Damage ImmunitiesColdPoison
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedParalyzedPetrified
PoisonedProne
SensesBlindsight 30 ft. (blind beyond this radius)Passive Perception
LanguagesUnderstands Aquan and Giant, but can not speak
Challenge5 (1800 XP)
Special 1DefenderAll attack rolls made against the wall have a disadvantage
Special 2Flash FreezeAny creature which touches the wall or hits it with a melee attack must makea DC 16 Constitution saving throw or be grappled.
The wall may grapple any number of creatures in this way.As long as a creature remains grappled,it automatically takes 2d8 cold damage at the start of each of its turns
Special 3Unmoving WallAny creature attempting to move through a space occupied by the wall must makea DC 19 Strength (Athletics) check to do so

Primordial Wall of Rock

One of the four most common primordial walls, shaped from the basic elements found with the elemental planes, the wall of rock is nonetheless an imposing presence, in the rare circumstance that it is noticed in the first place. In the dark caverns of the Elemental Plane of Earth, most areas are carved from mundane stone walls, and this primordial wall looks no different. While these primordial walls form naturally on the plane's borders, the wandering elemental known as Ogremoch is also well known for shaping these walls in his passing. More penitent, and more observant, than other primordial walls, a wall of rock fashioned by Ogremoch himself is capable of communicating directly with the Mountain of Doom from any distance while both are on the Elemental Plane of Earth, allowing them to warn the elemental of intruders upon his domain, without such travelers even knowing they've been spotted.
 
Built to Outlast In centuries past, these primordial walls were often used as an uncommon form of defense in the lairs of stone giants, and in the hidden passageways of dwarven strongholds. Capable of blending perfectly with the stone around them, a wall of rock was often used to cover the entrance of secret passageways meant to hide valued goods from prying eyes. When the giants or dwarves using the walls would later be forced from their homes, or pass on without a chance to share the secret with their descendants, the truth behind the wall would be lost, left to await some perceptive adventurer who would just happen to uncover the secrets they hold.


Armor Class17 (natural armor)
Hit Points 9d10+45
Speed0 ft.
Strength20 (+5)
Dexterity1 (-5)
Constitution20 (+5)
Intelligence2 (-4)
Wisdom10 (+0)
Charisma6 (-2)
Damage VulnerabilitiesColdThunder
Damage ImmunitiesAcidFireLightning
PoisonBludgeoningPiercingSlashing damage from nonmagical weapons
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedGrappledParalyzed
PetrifiedPoisonedProneRestrained
SensesBlindsight 60 ft. (blind beyond this radius)Passive Perception 10
LanguagesUnderstands Terran but can not speak
Challenge4 (1100 XP)
Special 1DefenderAll attack rolls made against the wall have a disadvantage
Special 2False AppearanceWhile the wall remains motionless,it is indistinguishable from a normal rock wall
Special 3Unmoving WallAny creature attempting to move through a space occupied by the wallmust make a DC 16 Strength (athletics) or
dexterity (acrobatics) check to do so
ActionToppleChunks of rockfall from the surface of the wall in a miniature rock slide.The wall loses 2d8 hit points,
and each creature within 5 feet of the wall must make a DC 15 Strength saving throw.A creature that fails this saving throw takes 2d8 bludgeoning damageand is knocked prone and restrained, trapped under the fallen debris.A restrained creature or another creature nearby can use an action to attempt
a DC 15 Strength check, pulling the trapped creature from the rubble on a success

Primordial Wall of Swords

A flying mass of blades, more deserving of being called a swarm than a wall, the wall of swords is all the same an elemental, just as the other primordial walls. Similar to the wall of bones, a wall of swords is created by summoning a minor elemental spirit, and commanding it to possess nonliving material. Unlike the wall of bones, creating a wall of swords is not so simple, requiring a lengthy ritual performed ahead of time to prepare the mass of weapons for possession, or risk the elemental being unable to properly control the weapons used. A wall of swords is an entirely synthetic primordial wall, incapable of forming on the elemental planes, instead being the creation of some mad wizard stretching the boundaries of elemental summoning.These walls are not often created, as acquiring enough weapons to form one takes either great effort or large sums of money, both of which could be likely be better spent. But there do exist ways of making the creation of a wall of swords much more worth it.
 
Empowering Effort These primordial walls take their name from the fact that swords are often the most common weapon available, making them a likely candidate for the materials needed, but a wall of swords is equally capable of being created from other weapons. While less common, a wall of hammers, axes, or even spears is just as possible, each with their own benefits and downsides. And for an enterprising mage with the right amount of money, or one versed in the art of enchantment, creating a primordial wall from magic weapons is also a possibility. There aren't many known examples of a primordial wall made from magical weapons, but records of experiments exist which confirm it can be done, with much more deadly results than a standard wall of swords. A wall of flaming weapons, or ones that buzz with electricity, or even ones capable of casting minor magical spells can only be formed. Such a wall also has the added benefit of not requiring the same preparation ritual that a pile of nonmagical weapons would, with already enchanted weapons being much more pliable for possession by an elemental spirit.


Armor Class14 (natural armor)
Hit Points 15d10+30
Speed0 ft.Fly 60 ft.
Strength13 (+1)
Dexterity18 (+4)
Constitution15 (+2)
Intelligence2 (-4)
Wisdom11 (+0)
Charisma5 (-3)
Damage ImmunitiesPoisonPsychic
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedParalyzedPetrified
Poisoned
SensesBlindsight 30 ft. (blind beyond this radius)Passive Perception 10
LanguagesUnderstands Primordial but can not speak
Challenge6 (2300 XP)
Special 1DefenderAll attack rolls made against the wall have a disadvantage
Special 2Cutting DefenseWhenever a creature successfully hits the wall with a melee attack,the attacking creature must make a DC 15 dexterity (acrobatics) check
or take 1d6 slashing damage
Special 3FlybyThe wall doesn't provoke an opportunity attack when it flies out of an enemy's reach
Special 4Magic WeaponsThe wall's weapon attacks are magical
Action 1MultiattackThe wall makes three slash attacks
Action 2SlashMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 1d6+4 slashing damage

Primordial Water Wall

Last of the four primordial walls, and without a doubt the most commonly formed, the water wall is a creation of the Elemental Plane of Water. Whenever some portion of another elemental plane threatens to spill over into the great ocean of the Plane of Water, a water wall almost inevitably forms in order to stop the spillover, rising from the sea in a towering mass to block the way. Planar scholars have spent decades of research attempting to discover the reason these water walls form so frequently and so naturally, but no solid explanation has yet been produced. The range of theories so far created a deal with the inherent amorphousness of water to the idea of some great and unknown elemental spirit of the deep creating them to protect what it sees as its domain. Whatever the reason, the number of water walls within the Plane of Water's reaches is often cited as the reason traversal of that sea can prove so dangerous, and also allows these primordial walls to be summoned with far more ease than others.
 
Chaotic Makeup While a water wall is inherently amorphous, without a defined shape, seeing one take on a specific form is not an unheard of occurrence. These primordial walls seem to prefer using only pure saltwater for their composition, but when the need arises, they are capable of swallowing sand, stones, sharp shells and other debris to add a small offensive edge to their attacks, or to allow them to better tear through the defenses of the ships which ride the waves of the Plane of Water. Water walls are even capable of banding together and combining their efforts to be more effective, a tactic which some believe is even capable of melding the elemental spirits which hold them together, creating larger and more deadly water elemental's in the run off.
 


Armor Class13 (natural armor)
Hit Points 12d10-24
Speed30 ft.Swim 120 ft.
Strength18 (+4)
Dexterity10 (+0)
Constitution7 (-2)
Intelligence2 (-4)
Wisdom8 (-1)
Charisma6 (-2)
Damage VulnerabilitiesLightning
Damage ImmunitiesAcidFirePoison
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionGrappledFrightenedParalyzed
PetrifiedPoisonedProneRestrained
SensesBlindsight 120 ft. (blind beyond this radius)Passive Perception 9
LanguagesUnderstands Aquan but can not speak
Challenge4 (1100 XP)
Special 1AmorphousThe wall can move through a space as narrow as 1 inch wide without squeezing
Special 2DefenderAll attack rolls made against the wall have a disadvantage
Special 3Unmoving WallAny creature attempting to move through a space occupied by the wall mustmake a DC 14 Strength (Athletics) check to do so
Special 4WaterborneWhile in water, the wall is invisible
Action 1WhelmMelee Weapon Attack d20+6 to hit
Reach 10 ft., one targetHit 1d8+4 bludgeoning damage
Action 2Overwhelm (Recharge 3-6)Each creature within 10 feet of the wall mustmake a DC 14 Strength saving throw,
taking 2d8+4 bludgeoning damage andbeing pushed 10 feet directly away from the wall on a failed save

Primordial Wall of Wood

In ancient times, the boundaries between each of the planes were unclear, and crossing between them could sometimes be a mater of simply stepping forward. So it was that elemental spirits came to wander each of the planes, interacting with the beings they found there, and melding with them to birth new forms of existence. Among these new creations was the wall of wood, a dense copse of trees mergers together and given life by the elemental spirit which inhabited them. The wall of wood is the most ancient of primordial walls, a being from eras long past, which has lived through millennia to watch and see all that occurs in front of it. Bound to the form of the trees, these primordial walls can no move, and can not interact with the world around them, but their long lives have given them patience and taught them peace. Now each wall of wood sits quietly, watching as time passes by, contemplating and thinking, and gathering wisdom within their boughs as their limbs and leaves gather sunlight.
 
Dying Wisdom When elves were the only race to walk the land, they were also the first to discover the spirits that lived within each wall of wood. Using magic, the elves were able to communicate with the elemental's, and treated them as they would revered ancestors, who had already lived for thousands of years. Some elves even claim these elemental's were the source of elven magic, taught to them in ancient ages, before recorded history. Over time, the secret of communicating with these ancient beings was lost, and so was the knowledge of their existence, only to be rediscovered centuries later. By this time, most of these walls had been destroyed without knowing what they were, and the wisdom they could have shared has been lost. Some mages have tried to replicate their existence, attempting to place elemental spirits into batches of tress, but these experiments continually fail, and the number of these rare and incredible primordial walls only continue to decrease.


Armor Class8
Hit Points 4d10+8
Speed0 ft.
Strength12 (+1)
Dexterity7 (-2)
Constitution15 (+2)
Intelligence2 (-4)
Wisdom10 (+0)
Charisma6 (-1)
Damage VulnerabilitiesColdFire
Damage ImmunitiesPoisonPsychic
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedGrappledParalyzed
PetrifiedPoisonedProneRestrained
Stunned
SensesBlindsight 15 ft. (blind beyond this radius)Passive Perception 10
LanguagesUnderstands ElvishPrimordialSylvan but can not speak
Challenge1 (200 XP)
Special 1DefenderAll attack rolls made against the wall have a disadvantage
Special 2Unmoving WallAny creature attempting to move through a space occupied by the wall mustmake a DC 11 Strength (athletics) or
dexterity (acrobatics) check to do so

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