Damage Tier After reaching certain health thresholds, the Abomination Seedling will transform, changing attributes and accessing more moves. Tier effects are cumulative.
Tier 0 (100 HP to 61 HP) Access to all normal abilities.
Tier 1 (60 to 31 HP) Increases movement speed by 10 feet, increase AC by 2. Gains access to the Bullet Seed attack.
Tier 2 (30 to 11 HP) Increases movement speed by 10 feet, increase AC by 2. Any creature within 5 feet of the Seedling at the end of their turn must make a DC 13 CON save or be poisoned until the end of their next turn.
Tier 3 (10 or less HP) Increases movement speed by 10 feet, increase AC by 2. The Seedling can Dash as a Bonus Action.
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: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Engulf. The seedling 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 7 (1d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Consume. The seedling can consume a corpse, engulfed creature or absorb energy from its environment to regain 2d10+3 HP. The seedling will be unable to perform any actions until the end of its next turn should it do so, and the HP regain only occurs at the end of the turn after this action is taken.
Bullet Seed (Recharge 5–6). The Seedling fires a series of hardened seeds (5 maximum, 2 minimum, determined by d6 roll, reroll on 1 or 6). +6 to hit, reach 30 ft., multiple targets. Hit: 5 (1d4 + 3) piercing damage. Each creature hit by this attack must make a DC 13 CON save or be poisoned for 1 round.
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