Name | Shambling Mound |
---|---|
Sorted Name | Shambling Mound |
Family | Shambling Mound |
Size and Type | Large Plant |
Hit Dice Count | 9 |
Hit Dice | 9d8+27 (67 hp) |
Random Hit Points | 9d8+27 - 27 |
Initiative | +0 |
Speed | 20 ft., swim 20 ft. |
Armor Class | 19, touch 9, flat-footed 19 (+10 natural, -1 size) |
Base Attack/Grapple | +6/+CMB: +12 (+16 grapple)CMD: 22 |
Attack | 2 slams +11 (2d6+5 plus grab) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | constrict (2d6+7) |
Special Qualities | electric fortitude, darkvision 60 ft., low-light vision; |
Saves | Fort +9, Ref +5, Will +5 |
Abilities | Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9 |
Skills | Perception +11, Stealth +8 (+16 in swamps or forest), Swim +13 |
Feats | Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam) |
Environment | temperate forest or marshes |
Challenge Rating | 6 |
Organization | solitary |
Treasure | standard |
Alignment | N |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
Shambling MoundA mass of tangled vines and dripping slime rises on two trunklike legs, reeking of rot and freshly turned earth.Shambling Mound CR 6 XP 2,400N Large plantInit +0; Senses darkvision 60 ft., low-light vision; Perception +11DEFENSEAC 19, touch 9, flat-footed 19 (+10 natural, -1 size)hp 67 (9d8+27)Fort +9, Ref +5, Will +5Defensive Abilities plant traits; Immune electricity; Resist fire 10OFFENSESpd 20 ft., swim 20 ft.Melee 2 slams +11 (2d6+5 plus grab)Space 10 ft.; Reach 10 ft.Special Attacks constrict (2d6+7)STATISTICSStr 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9Base Atk +6; CMB +12 (+16 grapple); CMD 22Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)Skills Perception +11, Stealth +8 (+16 in swamps or forest), Swim +13; Racial Modifiers +4 Stealth (+12 in swamps or forests), +4 PerceptionLanguages Common, Sylvan (cannot speak)SQ electric fortitudeECOLOGYEnvironment temperate forest or marshesOrganization solitaryTreasure standardSPECIAL ABILITIESElectric Fortitude (Ex) Shambling mounds take no damage from electricity. Instead, any electricity attack used against a shambling mound temporarily increases its Constitution score by 1d4 points. The shambling mound loses these temporary points at the rate of 1 per hour.Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants with a fondness for elf flesh in particular. What serve as a shambler's brain and sensory organs are located in its upper body. Shambling mounds typically have an 8-foot girth and stand between 6 and 9 feet tall. They weigh about 3,800 pounds. Shambling mounds are strange creatures, more akin to animate tangles of creeping parasitic vines than single rooted plants. They are omnivorous, able to draw their sustenance from nearly anything, wrapping their creepers around living trees to draw forth the sap, sending rootlets into the soil to absorb raw nutrients, or consuming flesh and bone from crushed prey. Shamblers are frighteningly stealthy in their native environments. Blending in with the surrounding terrain, they can lie in wait for days on end without moving, waiting patiently for a potential meal. A shambler could be almost anywhere at any time, attacking without warning and not caring whether it leaves any survivors, so long as it acquires its next meal. Shambling mounds normally lead solitary, nomadic existences in deep forests and fetid swamps, although they can also be found underground living among damp fungal thickets. Disturbing rumors persist, however, of shamblers gathering in strange congregations around great earthen mounds in the depths of marshes and jungles, often during the height of violent electrical storms. Their reasons for doing so are unknown, and many sages have wondered whether there is some obscure and alien purpose at work. |
Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: 2 slams +11 (2d6+5 plus grab), or
feats: CLEAVE, IRON WILL, LIGHTNING REFLEXES, POWER ATTACK, WEAPON FOCUS (SLAM), ,