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Shambling Mound

Shambling Mound Large plant, Loot Value 10, unaligned CR 1/8 25 xp

  • Armor class 13 (Natural)
  • Hit points 9 (1d10+3)
  • Speed 20 ft., swim 20 ft.
  • STR10 (0)
  • DEX8 (-1)
  • CON16 (+3)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth + 0,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 10, Bluff DC 7, Carry 300lbs., Push 600lbs.

Languages:

Challenge:CR 1/8 (25 xp)


Abilities:

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.



Entangling Vines. The mound animates vines on the ground in a 10ft square and within 20ft of it, turning that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 12 STR Save or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make an Athletic s check to escape.

Actions

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:+1 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 75, unaligned CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 26 (3d10+9)
  • Speed 20 ft., swim 20 ft.
  • STR12 (+1)
  • DEX8 (-1)
  • CON16 (+3)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth + 0,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 10, Bluff DC 7, Carry 360lbs., Push 720lbs.

Languages:

Challenge:CR 1/2 (100 xp)


Abilities:

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.

Shed Spores. The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp, it can make an extra attack as a Bonus Action.

Resiliant. The Shambling Mound is resistant non-magical damage.

Entangling Vines. The mound animates vines on the ground in a 10ft square and within 20ft of it, turning that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 12 STR Save or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make an Athletic s check to escape.

Actions

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:+2 to hit, reach 5 ft.,
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 Con 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.

Legendary Actions

Death Burst. The Mound explodes when it drops to 0 hit points. Each creature within 10 feet of it must succeed on a DC 12 CON Save throw or take 3 (1d4) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.
Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.

Shambling Mound

Shambling Mound Large plant, Loot Value 200, unaligned CR 1 200 xp

  • Armor class 13 (Natural)
  • Hit points 57 (6d10+24)
  • Speed 20 ft., swim 20 ft.
  • STR12 (+1)
  • DEX8 (-1)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth + 0,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 10, Bluff DC 7, Carry 360lbs., Push 720lbs.

Languages:

Challenge:CR 1 (200 xp)


Abilities:

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.

Resiliant. The Shambling Mound is resistant non-magical damage.

Entangling Vines. The mound animates vines on the ground in a 10ft square and within 20ft of it, turning that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 STR Save or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make an Athletic s check to escape.

Actions

2x Multiattack

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:+2 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 400, unaligned CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 67 (7d10+28)
  • Speed 20 ft., swim 20 ft.
  • STR12 (+1)
  • DEX8 (-1)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth + 0,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 10, Bluff DC 7, Carry 360lbs., Push 720lbs.

Languages:

Challenge:CR 2 (450 xp)


Abilities:

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.

Resiliant. The Shambling Mound is resistant non-magical damage.

Entangling Vines. The mound animates vines on the ground in a 10ft square and within 20ft of it, turning that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 STR Save or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make an Athletic s check to escape.

Actions

2x Multiattack

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:+2 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 700, unaligned CR 3 700 xp

  • Armor class 14 (Natural)
  • Hit points 105 (11d10+44)
  • Speed 20 ft., swim 20 ft.
  • STR14 (+2)
  • DEX8 (-1)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth + 1,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 10, Bluff DC 7, Carry 420lbs., Push 840lbs.

Languages:

Challenge:CR 3 (700 xp)


Abilities:

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.

Actions

3x Multiattack

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:+4 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 1,000, unaligned CR 4 1,100 xp

  • Armor class 14 (Natural)
  • Hit points 124 (13d10+52)
  • Speed 20 ft., swim 20 ft.
  • STR16 (+3)
  • DEX8 (-1)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth + 1,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 10, Bluff DC 7, Carry 480lbs., Push 960lbs.

Languages:

Challenge:CR 4 (1,100 xp)


Abilities:

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.

Actions

3x Multiattack

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:+5 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 3,000, unaligned CR 6 2,300 xp

  • Armor class 14 (Natural)
  • Hit points 128 (15d10+45)
  • Speed 20 ft., swim 20 ft.
  • STR16 (+3)
  • DEX8 (-1)
  • CON16 (+3)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth + 1,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 10, Bluff DC 7, Carry 480lbs., Push 960lbs.

Languages:

Challenge:CR 6 (2,300 xp)


Abilities:

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.

Resiliant. The Shambling Mound is resistant non-magical damage.

Actions

3x Multiattack

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:+5 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 2,000, unaligned CR 5 1,800 xp

  • Armor class 15 (Natural)
  • Hit points 136 (16d10+48)
  • Speed 20 ft., swim 20 ft.
  • STR18 (+4)
  • DEX8 (-1)
  • CON16 (+3)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth + 2, Perception + 3,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 13, Bluff DC 7, Carry 540lbs., Push 1,080lbs.

Languages:

Challenge:CR 5 (1,800 xp)


Abilities:

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.

Actions

Multiattack. The shambling mound makes 2slam 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. Weapon Attack, +7 to hit.
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 CON Save 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.

Vine Whip. Weapon Attack, +7 to hit, Range 40ft.
Hit. 25 (4d8+7) Slashing damage.

Shambling Mound

Shambling Mound Large plant, Loot Value 25,000, unaligned CR 13 10,000 xp

  • Armor class 15 (Natural)
  • Hit points 162 (17d10+68)
  • Speed 20 ft., swim 20 ft.
  • STR18 (+4)
  • DEX8 (-1)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth + 2, Perception + 3,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 13, Bluff DC 7, Carry 540lbs., Push 1,080lbs.

Languages:

Challenge:CR 13 (10,000 xp)


Abilities:

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.

Shed Spores. The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp, it can make an extra attack as a Bonus Action.

Resiliant. The Shambling Mound is resistant non-magical damage.

Entangling Vines. The mound animates vines on the ground in a 20ft square and within 40ft of it, turning that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 15 STR Save or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make an Athletic s check to escape.

Actions

4x Multiattack

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.,
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 Con 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.

Legendary Actions

Death Burst. The Mound explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 CON Save throw or take 14 (3d8) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.
Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.

Shambling Mound

Shambling Mound Large plant, Loot Value 4,000, unaligned CR 7 2,900 xp

  • Armor class 15 (Natural)
  • Hit points 171 (18d10+72)
  • Speed 20 ft., swim 20 ft.
  • STR18 (+4)
  • DEX8 (-1)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth + 2, Perception + 3,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 13, Bluff DC 7, Carry 540lbs., Push 1,080lbs.

Languages:

Challenge:CR 7 (2,900 xp)


Abilities:

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.

Shed Spores. The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp, it can make an extra attack as a Bonus Action.

Actions

4x Multiattack

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.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 5,500, unaligned CR 8 3,900 xp

  • Armor class 15 (Natural)
  • Hit points 181 (19d10+76)
  • Speed 20 ft., swim 20 ft.
  • STR18 (+4)
  • DEX8 (-1)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth + 2, Perception + 3,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 13, Bluff DC 7, Carry 540lbs., Push 1,080lbs.

Languages:

Challenge:CR 8 (3,900 xp)


Abilities:

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.

Shed Spores. The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp, it can make an extra attack as a Bonus Action.

Actions

4x Multiattack

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.,
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 Con 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.

Legendary Actions

Death Burst. The Mound explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 CON Save throw or take 17 (3d10) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.
Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.

Shambling Mound

Shambling Mound Large plant, Loot Value 7,500, unaligned CR 9 5,000 xp

  • Armor class 16 (Natural+1)
  • Hit points 190 (20d10+80)
  • Speed 20 ft., swim 20 ft.
  • STR20 (+5)
  • DEX8 (-1)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws:STR +9,

Skills:Athletics + 9, Stealth + 3, Perception + 4,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 14, Bluff DC 7, Carry 600lbs., Push 1,200lbs.

Languages:

Challenge:CR 9 (5,000 xp)


Abilities:

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.

Shed Spores. The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp, it can make an extra attack as a Bonus Action.

Actions

3x Multiattack

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:+9 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 20,000, unaligned CR 12 8,400 xp

  • Armor class 17 (Natural+2)
  • Hit points 221 (21d10+105)
  • Speed 20 ft., swim 20 ft.
  • STR20 (+5)
  • DEX8 (-1)
  • CON20 (+5)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws:STR +10, CON +10,

Skills:Athletics + 10, Stealth + 4, Perception + 5,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 15, Bluff DC 7, Carry 600lbs., Push 1,200lbs.

Languages:

Challenge:CR 12 (8,400 xp)


Abilities:

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.

Actions

3x Multiattack

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:+10 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 10,000, unaligned CR 10 5,900 xp

  • Armor class 16 (Natural+1)
  • Hit points 209 (22d10+88)
  • Speed 20 ft., swim 20 ft.
  • STR20 (+5)
  • DEX8 (-1)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws:STR +9,

Skills:Athletics + 9, Stealth + 3, Perception + 4,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 14, Bluff DC 7, Carry 600lbs., Push 1,200lbs.

Languages:

Challenge:CR 10 (5,900 xp)


Abilities:

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.

Actions

4x Multiattack

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:+9 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 15,000, unaligned CR 11 7,200 xp

  • Armor class 16 (Natural+1)
  • Hit points 219 (23d10+92)
  • Speed 20 ft., swim 20 ft.
  • STR20 (+5)
  • DEX8 (-1)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws:STR +9,

Skills:Athletics + 9, Stealth + 3, Perception + 4,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 14, Bluff DC 7, Carry 600lbs., Push 1,200lbs.

Languages:

Challenge:CR 11 (7,200 xp)


Abilities:

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.

Shed Spores. The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp, it can make an extra attack as a Bonus Action.

Actions

4x Multiattack

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:+9 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 35,000, unaligned CR 14 11,500 xp

  • Armor class 17 (Natural+2)
  • Hit points 180 (24d10+48)
  • Speed 20 ft., swim 20 ft.
  • STR22 (+6)
  • DEX8 (-1)
  • CON15 (+2)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws:STR +11, CON +7,

Skills:Athletics + 11, Stealth + 4, Perception + 5,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 15, Bluff DC 7, Carry 660lbs., Push 1,320lbs.

Languages:

Challenge:CR 14 (11,500 xp)


Abilities:

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.

Shed Spores. The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp, it can make an extra attack as a Bonus Action.

Resiliant. The Shambling Mound is resistant non-magical damage.

Entangling Vines. The mound animates vines on the ground in a 30ft square and within 60ft of it, turning that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 15 STR Save or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make an Athletic s check to escape.

Actions

4x Multiattack

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:+11 to hit, reach 5 ft.,
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 Con 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.

Legendary Actions

Death Burst. The Mound explodes when it drops to 0 hit points. Each creature within 30 feet of it must succeed on a DC 15 CON Save throw or take 28 (5d10) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.
Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.

Shambling Mound

Shambling Mound Large plant, Loot Value 40,000, unaligned CR 15 13,000 xp

  • Armor class 17 (Natural+2)
  • Hit points 263 (25d10+125)
  • Speed 20 ft., swim 20 ft.
  • STR22 (+6)
  • DEX8 (-1)
  • CON20 (+5)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws:STR +11, CON +10,

Skills:Athletics + 11, Stealth + 4, Perception + 5,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 15, Bluff DC 7, Carry 660lbs., Push 1,320lbs.

Languages:

Challenge:CR 15 (13,000 xp)


Abilities:

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.

Shed Spores. The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp, it can make an extra attack as a Bonus Action.

Actions

3x Multiattack

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:+11 to hit, reach 5 ft.,
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 Con 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.

Legendary Actions

Death Burst. The Mound explodes when it drops to 0 hit points. Each creature within 30 feet of it must succeed on a DC 18 CON Save throw or take 33 (5d12) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.
Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.

Shambling Mound

Shambling Mound Large plant, Loot Value 50,000, unaligned CR 16 15,000 xp

  • Armor class 16 (Natural+1)
  • Hit points 273 (26d10+130)
  • Speed 20 ft., swim 20 ft.
  • STR22 (+6)
  • DEX8 (-1)
  • CON20 (+5)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws:STR +10,

Skills:Athletics + 10, Stealth + 3, Perception + 4,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 14, Bluff DC 7, Carry 660lbs., Push 1,320lbs.

Languages:

Challenge:CR 16 (15,000 xp)


Abilities:

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.

Actions

4x Multiattack

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:+10 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 60,000, unaligned CR 17 18,000 xp

  • Armor class 16 (Natural+1)
  • Hit points 257 (27d10+108)
  • Speed 20 ft., swim 20 ft.
  • STR18 (+4)
  • DEX8 (-1)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws:STR +8,

Skills:Athletics + 8, Stealth + 3, Perception + 4,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 14, Bluff DC 7, Carry 540lbs., Push 1,080lbs.

Languages:

Challenge:CR 17 (18,000 xp)


Abilities:

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.

Resiliant. The Shambling Mound is resistant non-magical damage.

Entangling Vines. The mound animates vines on the ground in a 25ft square and within 50ft of it, turning that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 16 STR Save or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make an Athletic s check to escape.

Actions

4x Multiattack

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:+8 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 75,000, unaligned CR 18 20,000 xp

  • Armor class 18 (Natural+3)
  • Hit points 294 (28d10+140)
  • Speed 20 ft., swim 20 ft.
  • STR24 (+7)
  • DEX8 (-1)
  • CON20 (+5)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws:STR +13, CON +11, WIS +6,

Skills:Athletics + 13, Stealth + 5, Perception + 6,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 16, Bluff DC 7, Carry 720lbs., Push 1,440lbs.

Languages:

Challenge:CR 18 (20,000 xp)


Abilities:

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.

Actions

4x Multiattack

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:+13 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 92,000, unaligned CR 19 22,000 xp

  • Armor class 17 (Natural+2)
  • Hit points 305 (29d10+145)
  • Speed 20 ft., swim 20 ft.
  • STR24 (+7)
  • DEX8 (-1)
  • CON20 (+5)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws:STR +12, CON +10,

Skills:Athletics + 12, Stealth + 4, Perception + 5,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 15, Bluff DC 7, Carry 720lbs., Push 1,440lbs.

Languages:

Challenge:CR 19 (22,000 xp)


Abilities:

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.

Resiliant. The Shambling Mound is resistant non-magical damage.

Actions

4x Multiattack

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:+12 to hit, reach 5 ft.,
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 Con 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.

Shambling Mound

Shambling Mound Large plant, Loot Value 115,000, unaligned CR 20 25,000 xp

  • Armor class 18 (Natural+3)
  • Hit points 315 (30d10+150)
  • Speed 20 ft., swim 20 ft.
  • STR24 (+7)
  • DEX8 (-1)
  • CON20 (+5)
  • INT5 (-3)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws:STR +13, CON +11, WIS +6,

Skills:Athletics + 13, Stealth + 5, Perception + 6,

Damage Resistances:cold, fire

Damage Immunities:lightning

Condition Immunities:Blinded, deafened, exhaustion

Senses:Blindsight 60 ft. (Blind beyond this radius), Psv Per 16, Bluff DC 7, Carry 720lbs., Push 1,440lbs.

Languages:

Challenge:CR 20 (25,000 xp)


Abilities:

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.

Actions

3x Multiattack

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:+13 to hit, reach 5 ft.,
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 Con 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.