Large Plant, Unaligned
Armor Class 15 (natural armor)
Hit Points 200 (16d10 + 48)
Speed 20 ft., swim 20 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
16 (+3)
CHA
5 (-3)
Skills Stealth +2
Damage Resistances Cold, Fire
Damage Immunities Lightning
Condition Immunities Blinded, Deafened, Exhaustion
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 16
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Legendary Actions

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.
  • 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

Name Date Modified Views Adds Version Actions
1/25/2021 8:58:05 PM
44
0
--
Coming Soon
1/25/2021 9:01:11 PM
34
5
2
Coming Soon

Habitat: ForestSwamp

a_alchemist

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