Large Monstrosity, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 243 (26d10 + 100)
Speed 30 ft., swim 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws STR +8, CON +7, WIS +5
Skills Nature +5, Stealth +5
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire
Damage Immunities Lightning
Condition Immunities Blinded, Deafened, Exhaustion
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 10
Languages Common, Druidic, Elvish, Sylvan --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Acidic Constitution - Any creature hit by Slam or or that was Engulfed at any point on their turn, take 1d8 acid damage at the end of that turn.

Lightning Absorption -
Whenever this creature is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Legendary Resistance - This creature has three charges of Legendary Resistance that recharge upon a long rest.

Legendary Actions - This creature has three Legendary Actions per round that reset at the end of its turn.

Actions

Multiattack. This creature makes two slam attacks. If both attacks hit the same Medium or smaller target, the target is grappled (escape DC 15), and the shambling mound uses its Engulf on it.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Engulf. This creature 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.

Ichorous Ooze. This creature shoots a vitriolic globe of ichor at a creature within 60 feet. Make a DC 16 Dexterity saving throw, on a failed save, the target is grappled. At the start of the target's next turn, make a DC 14 Strength saving throw, on a failed save, the target is restrained.

Awaken Life. This creature channels its inherent magic to give life to that which it protects. The swamp protector touches a tree within its reach, transforming it into an Awakened Tree. Recharge 1d6 - recharge on 6. Upon defeat of the swamp protector, all awakened trees caused by this ability are rendered inert.

Reactions

This creature can take an attack of opportunity using its "Slam" attack as a reaction.

Legendary Actions

Cost - 1 Legendary Action:
Slam: Use a Slam attack.
Swamp Slide: Move up to half walking speed. This movement does not provoke opportunity attacks.

Cost - 2 Legendary Actions:
Ichorous Ooze: Shoot a vitriolic globe of ichor at a creature within 60 feet. Make a DC 14 Dexterity saving throw, on a failed save, the target is grappled. At the start of the target's next turn, make a DC 14 Strength saving throw, on a failed save, the target is restrained.

Cost - 3 Legendary Actions:
Osmosis: Sink into swampy terrain, reemerging up to 40 feet away from any other swampy terrain. Upon emerging, enemies within 5 feet must make a DC 14 Dexterity saving throw or fall prone.

Description

This monster was something I created for a oneshot I ran, the idea is that a shambling mound absorbed/devoured a powerful druid and gained some of its sentience/magical ability. This could be adapted to whatever might work best in your setting, such as coming into contact with a powerful magical item(which could also be loot for the players), or maybe this particular mound has been "alive" for hundreds of years and is the result of that longevity, etc...

Lair and Lair Actions

Lair Actions occur on initiative 20 in the turn order. No lair action can be repeated twice in a row.

Flytrap:
A Dome of vines of 60ft radius encloses the area, blocking retreat and shifting the light from bright light to dim light, or from dim light to darkness for one minute. This lair action may only be used once per day.

Encourage Growth: Until the next Lair Action, all grassy and swampy terrain becomes difficult terrain.

Decaying Bloom: All plant life within the area instantly blooms with acidic pollen. Creatures within the lair must make a DC 14 Constitution saving throw or take 1d6 Acid damage.

Convincing Duplicates: The Shambling Swamp Protector sinks partially  into the swamp or grass, summoning two duplicates of itself within 30ft. As part of this lair action, the true Shambling Swamp Protector may swap places with one of the summoned duplicates without any indication to that effect. These duplicates have one hit point and deal half damage on any damage rolls. If a creature has vision on all the copies and the original, it can discern the original with a DC16 Investigation check, or a DC18 Perception check. These duplicates last until destroyed, banished, or this lair action is used again. Legendary actions or resistances may be used from any of the active duplicates, but the creature does not gain additional uses of legendary actions or resistances. Roll initiative for these duplicates when summoned.

Strength of the Earth: Increase in size to Huge until the next lair action. In this empowered state, slam attacks deal an additional 1d4 bonus bludgeoning damage and have 10ft reach. In addition, the creature has an extra 10ft of movement.

Previous Versions

Name Date Modified Views Adds Version Actions
4/7/2023 4:31:53 AM
17
1
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Coming Soon
4/7/2023 5:08:44 AM
19
1
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Coming Soon

Monster Tags: undeadplant

Habitat: ForestSwamp

Lewsky

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