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.
Get over here! As a bonus action, the shambling mound reaches out with one of its tentacles and tries to pull another creature within 20 ft. toward it. The target creature has to succeed on a Dexterity (Acrobatics) or Strength (Athletics) check contested by the mounds Strength (Athletics) check or be pulled up to 15 ft. towards it.
Acidic plant juice. The shambling mound starts leeking an acidic fluid through its wounds when it nears death. Whenever a melee attack hits the shambling mound that leaves its hit points below half of its maximum HP, everyone within a 5 ft. radius of the mound takes 1d6 acid damage. Additionally, if the shambling mound is standing in a body of water the acid begins to spread, dealing the same damage to every creature that begins its turn inside the same body of water.
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.
Tremors. If there are 2 or more creatures within a 5 ft. radius of the shambling mound, it can use its reaction to pound the floor with its vines and tentacles. Those creatures have to succeed on a DC14 Dexterity saving throw or get knocked prone.
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