id | 107 |
---|---|
Name | Shambling Mound |
SizeAndType | Large Plant |
HitDice | 8d8+24 (60) |
Initiative | +0 |
Speed | 20 ft. |
ArmorClass | 20 (-1 size, +11 natural) |
Attacks | 2 slams +10 melee |
Damage | Slam 2d6+5 |
FaceAndReach | 5 ft by 5 ft./10 ft. |
SpecialAttacks | Improved grab, constrict 2d6+7 |
SpecialQualities | 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 | |
ClimateAndTerrain | Temperate and warm forest, marsh, andunderground |
Organization | Solitary |
ChallengeRating_Value | 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. |