3e SRD:Shambling Mound

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Shambling Mound

Size/Type: Large Plant
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 20 ft.
AC: 20 (-1 size, +11 natural)
Attacks: 2 slams +10 melee
Damage: Slam 2d6+5
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
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
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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