Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Depending on the type of plants etherically combined by the mound will have innate additional attacks.
1-Blights: 1d12 of blight can be ejected from the mound to attack. This can take the place of one of the Mounds attacks. (Use Blight status of your choice)
2-Tri-fonds: The Tri-fonds appear on the Mounds shoulders or chest. The fonds abilities can take the place of one of the Mounds attacks.
3-Assassin vines: This will whip out from the mound giving it reach of +15 ft. The Engulfing stats work in this case. Plus the vines typical damage. Will count as part of the Mounds attacks.
4-Nepenthes: The Mound can eject acidic nectar out into the area around the Mound give it 15 ft range. DC 16 Dex to avoid bing sprayed, on a failed check take 3d* acid damage. This accounts for an attack from the Mound.
5- Spellflower: The Mound will blossom, with Spellflowers, as rare plant with counter spell properties. Any spell within 60, that is level 4 or lower is counter-spelled.Recharges on a 5 or 6.
6- Glue Blossom: The Mound can eject Sticky Sap out into the area around the Mound give it 15 ft range. DC 16 Dex to avoid bing sprayed, on a failed check the creature in stick in place, and is immobilized, but can still make attacks if hands are free. At the end of the end of the Mounds next turns the sap will begin to break down, and the creature can make a Str saving throw to break free, DC 14. This accounts for an attack from the Mound.
Multiattack. The shambling mound makes 3 slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 80 bludgeoning damage.
Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 16 Constitution saving throw at the start of each of the mound's turns or take 30 bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Description
The Etheric Hag of Chult, altered the shambling mounds with the other plants of the land. Make the mound more difficult to deal with.
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