Lightning Absorption. Whenever the zombie mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Regeneration. At the beginning of its turn the zombie mound regenerates 6 hit points. If the zombie mound is reduced to 0 hit points the mound loses cohesion, but the mound is still regenerating. I will rest for 2 minutes and then spend 1 minute pulling bits of bone together and then attack again.
Death Stone. The Death Stone is the animating force of the zombie mound. To kill the zombie mound, one must find the Death Stone and destroy it. It is AC 15 and requires 45 points of bludgeoning, force, or radiant damage to destroy.
Multiattack. The zombie 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 zombie 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.
Description
This monster is the result of the slow aggregation of many dead creatures that have been subsumed by the magic of a Death Stone. It inhabits a space near the stone pulling in any creature that crosses its barren nest.
Lair and Lair Actions
Bone Shards: An eruption of soil sends a flurry of needle like bone shards towards a target. Ranged Weapon Attack: +7 to hit, range 30/60, one target. Hit: 19 (4d6+5) piercing damage.
Fish Hook: A missile the size of a hand crossbow bolt shoots from the ground toward a target. Recharge (5-6) Ranged Weapon Attack: +7 to hit, range 20/40, one target. Hit: 12 (2d6+5). Upon a successful hit, the target is hooked by the barbs on the missile. On each successive turn the lair will attempt to pull the target toward the center of the lair by 10 feet. The target can resist by succeeding a Strength(Athletics) check DC 15. The target can attempt to break free on its turn by making a Strength(Athletics) check DC 15.
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