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Shambling Mound
Size & Type (subtype):Large PlantHit Dice:8d8+24 (60)
Initiative:   +0   Speed:   20 ft.  
Armor Class:   20 (-1 size, +11 natural)   Attacks:   2 slams +10 melee  
Damage:   Slam 2d6+5   Face and Reach:   5 ft by 5 ft./10 ft.  
Special Attacks:   Improved grab, constrict 2d6+7   Special Qualities:   Plant, electricity immunity, fire resistance30  
Saving Throws  Fortitude: 9  
Reflex: 2  
Will: 2  
Abilities:   Str: 21
Dex: 10
Con: 17
Int: 7
Wis: 10
Cha: 9
Skills:   Hide +0*, Listen +4, Move Silently +4   Feats:     
Climate and Terrain:   Temperate and warm forest, marsh, andunderground   Climate:   temperate,warm  
Terrain:   forest,marsh,underground   Organization:   Solitary  
Challenge Rating:   6   Challenge Rating Value:   6  
Treasure:   1/10th coins; 50% goods; 50% items   Alignment:   Always neutral  
Advancement:   9-12 HD (Large); 13-24 HD (Huge)  



Improved Grab (Ex): To use this ability, the shambler must hit an opponent of up to Large size with both arm attacks. If it gets a hold, it can constrict.

Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check against Large or smaller creatures. The shambler can still move but cannot take any attack actions when constricting.

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Electricity Immunity (Ex): Shamblers take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a shambler grants it 1d4 points of temporary Constitution. The shambler loses these points at the rate of 1 per hour.

Skills: Shamblers receive a +4 racial bonus to Hide, Listen, and Move Silently checks. *They receive a +12 bonus to Hide checks when in a swampy or forested area.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002