Illustration Xan Drake

Living Door

horatio.fairburn
Challenge 1
(200 XP)
Robinloft Estimated CR 1
Medium construct, unaligned
Armor Class 15 (natural armor)
Hit Points 30 (4d8+12)
Speed 0 ft.
STR
15 (+2)
DEX
10 (+0)
CON
17 (+3)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)
Saving Throws Str +4, Con +5
Skills Athletics +4
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
Languages
Environments
Altered Magic.

The living door treats an Arcane Lock spell as a dispel magic effect. If targeted by a Knock spell, living door is released from its hinges and gains a walking speed of 10 feet, which it uses to chase the caster in order to attack them.

Antimagic Susceptibility.

The living door is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the living door must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance.

While the living door remains motionless, it is indistinguishable from a normal door.

You Shall Not Pass.

The creator of a living door can specify under what conditions the door will open by informing the door audibly as a free action. This can be as general or as detailed as the creator likes, though it must be based on visual or audible conditions that occur within 60 feet of the living door, including the use of a specific key. Any creature wishing to open the door without permission must first pick the lock and then force it open.

The DC to pick the lock is 25, and the living door is free to use its reaction to relock itself, requiring a second attempt very quickly.

To open the unlocked door against its will requires a contested Strength (Athletics) check.

The living door cannot relock or contest an Athletics check while it is unconcious, though it remains locked if it was already. The DC to unlock an unconcious living door is 15.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. The door must unlock and swing itself open to use this attack.
Closed Quarters.

The living door can close itself as a Bonus Action.

Reactions

Relock. As a reaction to being unlocked or closed, the door can lock itself again.

Variants

Butler Door.

This variant has an Intelligence of 3 and is able to speak and understand a single language that the creator knows, chosen upon creation. They are often carved or given door knockers or knobs in the shape of a creature’s face, which move realistically as it speaks. The creator will often use this version to pose riddles or ask for passwords to gain entry. In other instances, they are used as alarms.

Stone Sliding Door.

The AC of a Stone version of the Living Door is 17, however the reach of its Slam attack becomes 0 feet, as it can only attack creatures by crushing them as they are passing through the doorway.

Animated Objects

Through the use of powerful magic, otherwise mundane objects, such as a broomstick, kettle, rug, or even a weapon or suit of armor, can be turned into a kind of primitive creature. An animated object is able to move, perceive, and even attack.

Living Door

Not yet described

Duplication and Templates

Living Door (horatio.fairburn) has been modified from other monsters.

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