Wall of Flesh
6th-level Conjuration
Components: V, S, M (body parts of a zombie)
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous
Book of Vile Darkness
A disgusting wall made of rotting flesh springs into existence at a point you choose within range.
The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so.
Eyeballs, ears, noses and mouths spring to the surface of the wall. Arms and legs may sprout as well. The five senses of the wall – except for touch (and pain) – are immediately transmitted to the caster.
Each 10-foot section of the wall has 25 HP per inch of thickness and AC 12 (normally 150 HP). A section of wall brought to 0 hit points is breached.
Any creature which makes physical interaction with the wall (including melee weapons and touch magic) takes 1d6 points of necrotic damage from the corrosive nature of the rotting flesh and the haunting moans. Only the surrounding material that the wall initially is conjured to touch—such as the floor or an adjoining wall—is immune to this damage.
Furthermore, organic material (such as creatures) that directly touch the wall must succeed at a Constitution saving throw or be paralyzed. The wall then consumes the creature in 3 rounds, digesting it and adding the creature’s full normal hit point total to its own. The player can repeat the Constitution saving throw during each of his turns to escape this.