Walking Wall (CR 4)

Medium Elemental (Earth and Extraplanar)
Alignment: Usually lawful neutral
Initiative: +0; Senses: darkvision 60 ft., Listen +10, and Spot +10
Languages: Common and Terran


AC: 17 (+7 natural), touch 10, flat-footed 17
Hit Dice: 6d8+36 (63 hp)
Fort +11, Ref +2, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +8
Attack: Slam +9 melee
Full Attack: Slam +9 melee
Damage: Slam 2d10+6
Special Attacks/Actions: -
Abilities: Str 19, Dex 10, Con 22, Int 13, Wis 13, Cha 10
Special Qualities: elemental traits, stony defense
Feats: Iron Will; Power Attack; Weapon Focus (slam)
Skills: Listen +10, Spot +10, and Survival +10
Advancement: 7-9 HD (Medium); 10-18 HD (Large)
Climate/Terrain: Temperate hills
Organization: Solitary
Treasure/Possessions: None

Source: Miniatures Handbook

Stony Defense (Su): As a full-round action, a walking wall can stand as a solid barrier, providing cover and toughening its own defenses. Its natural armor bonus increases from +7 to +17, raising its AC to 27 until its next turn. It can remain in this defensive position as long as it desires but if it takes any other action, its Armor Class returns to normal value and it no longer provides cover.

Walking walls are well suited to offense or defense. They generally do their utmost to shield their allies from harm but their last line of defense is a powerful blow from their massive fists.

Earth Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.