Large Plant, Unaligned
Armor Class 16 (natural armor)
Hit Points 223 (35d10 + 48)
Speed 20 ft., Swim 20 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Skills Stealth +2
Damage Resistances Cold
Damage Immunities Lightning
Condition Immunities Blinded, Deafened, Exhaustion
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
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.

Legendary Resistance (3/Day). If the mound fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The shambling mound makes two 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: +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 14 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.

 

emanate fear. the mound gives off waves of fear reaching 60 feet out. every creature in range must succeed a dc 17 wisdom save or take 19 [rollable](2d10 + 7); and be afraid of the mound. each turn the creatures can make a the save again. once you save you are immune to the effect for 24 hours.

Legendary Actions

The 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 mound regains spent legendary actions at the start of its turn.

slam. the mound uses its slam attack,

emanate fear.(costs 2 actions) the mound uses its emanate fear ability.

move. the mound moves up to its movement.

 

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the mound can take a lair action to cause one of the following magical effects; the mound can’t use the same effect two rounds in a row:

vine growth. the mound creates a 10 foot wall of vines.

absorb matter. the mound regains 5d6 hp.

terror waves. until the next lair action is used, all creatures that are not the mound have half movement while moving towards the tome of terror.

 

Habitat: ForestSwamp

caleblarsen

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