SRD:Shambling Mound
This material is published under the OGL 1.0a. |
SHAMBLING MOUND
Size/Type: | Large Plant |
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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, resistance to fire 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.
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