Party level: to

Change class color:
Back to default color

Show pictures:

Sorry guys, I need to pay server's bills.
Download PDF
Liked it?
Support on Boosty

Support on Patreon

if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think? :3

Walter, The Flesh Mound

Walter, The Flesh Mound Large Undead, Chaotic Evil 4 1 xp

  • Armor class 15 (Natural Armor)
  • Hit points 119 (14d10 + 42)
  • Speed 20ft (Swim 20ft)
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Save Throws: Str +4, Con +7

Condition Immunities: Blinded, Deafened, Exhaustion

Senses: Blindsight 60ft. (Blind beyond this radius)

Languages: None

Challenge: 4 (1 xp)

Innocent Heart. Walter's infant undead corpse lies at the heart of the shambling corpse mound, crying and afraid. If engulfed, the player can see and hear Walter within the flesh and gore. Walter is encased in a semi translucent thick shell of white bone. This is the heart which has an AC of 10 and 5 HP. If the heart's HP is reduced to 0, the shambling corpse mound withers away and dies, dissolving into a putrid bubbling puddle of gore. Alternatively, the ligaments around the heart may be targeted.

Ensnaring Tendrils. The shambling corpse mound lashes out with fleshy tendrils and attempts to ensnare any potential meals it can see in a 20-foot radius. Each creature that starts its turn in that area must succeed on a DC 11 Strength saving throw or have its speed reduced to 0 until the start of its next turn.


Multiattack. The shambling corpse mound uses its Blinding Gore attack, if it can, and makes one slam attack. Otherwise, it makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14) instead of taking damage from the second attack, and the shambling corpse mound uses its Engulf on it.

Blinding Gore (Recharge 5-6). The shambling corpse mound spits blood and gore at a point it can see within 15 feet of it. The gore can spray in the eyes of creatures and is difficult to remove. Each creature within 5 feet of the splash must succeed on a DC 14 Dexterity saving throw or be blinded until the end of the shambling corpse mound's next turn.

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 10 (2d8 + 1) bludgeoning damage.

Engulf. Melee Weapon Attack: The shambling corpse 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 10 (2d8 + 1) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.