Shambling Mound |
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8d8+24 (60 hp) |
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+0 |
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20 ft. (4 squares), swim 20 ft. |
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20 (-1 size, +11 natural), touch 9, flat-footed 20 |
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+6/+15 |
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Slam +11 melee (2d6+5) |
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2 slams +11 melee (2d6+5) |
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10 ft./10 ft. |
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Improved grab, constrict 2d6+7 |
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Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, fire resistance 10 |
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Fort +9, Ref +2, Will +4 |
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Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9 |
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Hide +3*, Listen +8, Move Silently +8 |
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Iron Will, Power Attack, Weapon Focus (slam) |
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Temperate marshes |
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Solitary |
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6 |
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1/10th coins; 50% goods; 50% items |
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Usually neutral |
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+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.
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.
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.