| Id | 107 |
|---|---|
| Name | Shambling Mound |
| Size and Type | Large Plant |
| Hit 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 |
| Saves_Fort | 9 |
| Saves_Ref | 2 |
| Saves_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 |
| Organization | Solitary |
| CR | 6 |
| Treasure | 1/10th coins; 50% goods; 50% items |
| Alignment | Always neutral |
| Advancement | 9-12 HD (Large); 13-24 HD (Huge) |
| Description |
Combat 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. |