Shambling Mound

MapTool Token

NameShambling Mound
Sorted NameShambling Mound
FamilyShambling Mound
Size and TypeLarge Plant
Hit Dice Count8
Hit Dice8d8+24 (60 hp)
Random Hit Points8d8+24 - 24
Initiative+0
Speed20 ft. (4 squares), swim 20 ft.
Armor Class20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple+6/+15
Attack

Slam +11 melee (2d6+5)

Full Attack

2 slams +11 melee (2d6+5)

Space/Reach10 ft./10 ft.
Special AttacksImproved grab, constrict 2d6+7
Special Qualities

Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, fire resistance 10

SavesFort +9, Ref +2, Will +4
AbilitiesStr 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills

Hide +3*, Listen +8, Move Silently +8

Feats

Iron Will, Power Attack, Weapon Focus (slam)

EnvironmentTemperate marshes
Challenge Rating6
Organization

Solitary

Treasure1/10th coins; 50% goods; 50% items
AlignmentUsually neutral
Advancement9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment+6
VersionSRD
SourcesSystem Reference Document
Stat_Block

Shambling mound; CR 6; Large plant; HD 8d8+24; hp 60; Init +0; Spd 20 ft. (4 squares), swim 20 ft.; AC 20 (-1 size, +11 natural), touch 9, flat-footed 20; Base Atk +6; Grp +15; Atk +11 melee (2d6+5, slam); Full Atk +11 melee (2d6+5, 2 slams); Space/Reach 10 ft./10 ft.; SA Improved grab, constrict 2d6+7; SQ Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, fire resistance 10; AL N; SV Fort +9, Ref +2, Will +4; Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9

Skills and Feats: Hide +3*, Listen +8, Move Silently +8; Iron Will, Power Attack, Weapon Focus (slam)

Shambling Mound

Shambling Mound
Large Plant
Hit Dice:
8d8+24 (60 hp)
Initiative:
+0
Speed:
20 ft. (4 squares), swim 20 ft.
Armor Class:
20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple:
+6/+15
Attack:
Slam +11 melee (2d6+5)
Full Attack:
2 slams +11 melee (2d6+5)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Improved grab, constrict 2d6+7
Special Qualities:
Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, fire resistance 10
Saves:
Fort +9, Ref +2, Will +4
Abilities:
Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills:
Hide +3*, Listen +8, Move Silently +8
Feats:
Iron Will, Power Attack, Weapon Focus (slam)
Environment:
Temperate marshes
Organization:
Solitary
Challenge Rating:
6
Treasure:
1/10th coins; 50% goods; 50% items
Alignment:
Usually neutral
Advancement:
9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment:
+6

Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants.

A shambler's brain and sensory organs are located in its upper body.

A shambler's body has an 8-foot girth and is about 6 feet tall when the creature stands erect. It weighs about 3,800 pounds.

Combat

A shambling mound batters or constricts its opponents with two huge, armlike appendages.

Improved Grab (Ex): To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check.

Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour.

Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Slam +11 melee (2d6+5), or 2 slams +11 melee (2d6+5)

feats: IRON WILL, POWER ATTACK, WEAPON FOCUS (SLAM), ,