3e SRD:Shambling Mound
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|Hit Dice:||8d8+24 (60 hp)|
|AC:||20 (-1 size, +11 natural)|
|Attacks:||2 slams +10 melee|
|Face/Reach:||5 ft by 5 ft./10 ft.|
|Special Attacks:||Improved grab, constrict 2d6+7|
|Special Qualities:||Plant, electricity immunity, fire resistance 30|
|Saves:||Fort +9, Ref +2, Will +2|
|Abilities:||Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9|
|Skills:||Hide +0*, Listen +4, Move Silently +4|
|Climate/Terrain:||Temperate and warm forest, marsh, and underground|
|Treasure:||1/10th coins; 50% goods; 50% items|
|Advancement:||9-12 HD (Large); 13-24 HD (Huge)|
Improved Grab (Ex): To use this ability, the shambler must hit an opponent of up to Large size with both arm attacks. If it gets a hold, it can constrict.
Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check against Large or smaller creatures. The shambler can still move but cannot take any attack actions when constricting.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Electricity Immunity (Ex): Shamblers take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a shambler grants it 1d4 points of temporary Constitution. The shambler loses these points at the rate of 1 per hour.
Skills: Shamblers receive a +4 racial bonus to Hide, Listen, and Move Silently checks. They receive a +12 bonus to Hide checks when in a swampy or forested area.
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