Large Plant, Unaligned
Armor Class 12 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 30 ft., Climb 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
2 (-4)
Skills Athletics +2
Damage Vulnerabilities Cold
Damage Resistances Fire
Damage Immunities Lightning
Condition Immunities Blinded, Deafened, Exhaustion
Senses Blindsight 60 ft. (Blind beyond this radius), Unknown 120 ft. (Aware of edible material by scent/chemical detection), Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Lightning Absorption. Whenever the Callum's Mold is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Nimble Combatant. Callum's Mold is capable of hauling itself aloft on its multiple tendrils and moving through treetops at 1/2 speed. It can still preform all attacks and may drop from its perch onto creatures below as a dive-bomb attack. 

Actions

Multiattack. Callum's Mold makes three tendril 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.

Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. The target is grappled (escape DC 14) Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and Callum's Mold can't use the same tendril on another target.

Charge. If Callum's Mold moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d+2) bludgeoning damage and target is grappled (escape DC 16).

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) acid damage and 7 (2d4 + 2) lightning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. 

Description

Large, opaque, bright yellow slimy mass, pocked with pores and smelling strongly of a strong, acrid chemical odor. Very fast moving and metabolically active, Callum's Mold must consume organic material several times a day or risk death by autophagy. 

It is said that Callum's Mold was created when a Thay Spore Druid attempted to manipulate Violet Fungus and Shambling Mounds to create an efficient disposal for failed undead experiments. The product of Callum's efforts was flawless; the resulting fungal creature was voracious, hardy, and capable of consuming any type of organic material fed it, though it heartily favored undead flesh. What the druid did not anticipate was the near-human intelligence of his Mold, the ample acrobatic and athletic abilities that necessitated extreme precautions for its confinement, and it's proclivity to split into several, smaller clones after digesting a particularly satisfying meal. Still, Callum made no small fortune selling the progeny of his creation to other guilds within Thay, effectively spawning thousands of 'digestion pits.' 

How Callum's Mold more recently came to reside in Chult is a mystery, but local druids of the Emerald Enclave are keen to know why. The most pressing concern, however, is to determine what kind of menace these creatures might become; will they rid Chult of undead or, given time, will their unceasing appetites turn them toward less desirable sources? Until the fullest appetites of Callum's Mold are understood, the Emerald Enclave will observe and hope they have gained a new tool in the fight against the encroaching undead.

Habitat: ForestSwamp

TaliesinTG

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