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.
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.
Description
A variant of the shambling mound found on the moorlands of the Feywild. The gemstones scattered between its tendrils help it blend in amongst the heathers and gorse that naturally produce the gems, as well as lending the mound some extra offensive capabilities.
Lair and Lair Actions
When the mound is in its natural habitat, it can use the dazzling sunlight of the Feywild moorlands to focus light through its gems, producing various effects. At initiative 20, roll a d8 to determine which gem light is focused through.
1: Ruby - a concentrated line of fiery light refracts off the gem. Creatures in a 60ft straight line must make a DC 13 Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much on a successful save.
2: Sapphire - cool light shines out in a 30ft cone. Creatures in this area must make a DC 13 Constitution saving throw, taking 1d6 cold damage and being paralyzed until the end of their next turn on a fail, and half as much on a successful save.
3: Emerald - heat concentrated in the gem causes it to explode, spraying acidic liquid and shards everywhere. All creatures within 10 ft of the mound must make a DC 15 Dexterity saving throw, taking 2d4 acid damage + 2 piercing damage on a failed save, and half as much on a successful save.
4: Citrine - crackles of electricity leap across the body of the mound from the lit up gem. The mound gains 2d6 hit points and automatically deals 1d4 lightning damage to any attacker that lands a melee attack on it until its next lair action.
5: Amethyst - purple light bounds from this gem towards a random creature with astonishing accuracy. They must make a DC 15 Constitution saving throw, taking 1d8 poison damage and becoming poisoned until the next lair action on a failed save, and taking half damage on a successful save.
6: Garnet - sparkles from this gem get in the eyes of a random creature, confusing them. They must make a DC 15 Intelligence saving throw. On a failed save, they take 1d6 psychic damage and if they make an attack on their next turn, they must first make a DC 13 Intelligence saving throw or attack an ally. On a successful save, they take half damage.
7: Jet - a sinister dark light emits from this gem in a 15ft cone. Any creature in this area cannot be healed until the next lair action.
8: Diamond - pure light scatters in all directions from this gem. All creatures within 20ft of the mound must make a DC 13 Wisdom saving throw, taking 2d4 radiant damage and becoming blinded until the next lair action on a fail, and half as much on a successful save.
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