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.
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.
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.
Sensitive Roots. The mound may use its reaction make a Slam attack if a hostile creature moves within range of its Vine Whip.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
Sensitive Roots. The mound may use its reaction make a Slam attack if a hostile creature moves within range of its Vine Whip.
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.
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.
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.
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.
Sensitive Roots. The mound may use its reaction make a Slam attack if a hostile creature moves within range of its Vine Whip.
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.
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.
Sensitive Roots. The mound may use its reaction make a Slam attack if a hostile creature moves within range of its Vine Whip.
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.
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.
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.
Sensitive Roots. The mound may use its reaction make a Slam attack if a hostile creature moves within range of its Vine Whip.
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.
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.
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.
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.
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.
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.
Sensitive Roots. The mound may use its reaction make a Slam attack if a hostile creature moves within range of its Vine Whip.
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.
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.
Sensitive Roots. The mound may use its reaction make a Slam attack if a hostile creature moves within range of its Vine Whip.
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.
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.
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.
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.
Sensitive Roots. The mound may use its reaction make a Slam attack if a hostile creature moves within range of its Vine Whip.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.