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  SYSTEM REFERENCE DOCUMENT 3.5  
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, 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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