SYSTEM REFERENCE DOCUMENT 3.5 |
|
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, 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.