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.
Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 16), and the shambling mound uses its Engulf on it.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) 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 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
The shambling mound can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The shambling mound regains spent legendary actions at the start of its turn.
Slam. (1 action)The shambling mound makes a slam attack. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Split. (2 actions) The shambling mound launches a detached vine towards a target within 30 ft. It must make a DC 14 Dexterity saving throw or be restrained.
Detect. (1 action) The shambling mound makes a Wisdom (Perception) check.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the shambling mound takes a lair action to cause one of the following effects; the shambling mound can’t use the same effect two rounds in a row:
- A 5 ft. tower of water erupts from a point of the shambling mound's choosing within the lair. A creature must make a DC15 Dexterity saving throw or be thrust into the air, taking 2d6+2 bludgeoning damage from the fall.
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Grasping weeds and vines sprout from the ground in a 10-foot square starting from a point within the lair. Until the next initiative count 20, these plants turn the ground in the area into difficult terrain. A creature in the area must succeed on a DC15 Strength saving throw or be restrained by the entangling plants. On a success, it frees itself.
Previous Versions
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1/25/2021 9:01:11 PM
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