D20:Shambling Mound Creature
[top]SHAMBLING MOUND
Large (Plant) CR 6 | ||
---|---|---|
HP 60, hd8d8+24 Initiative +0AC 20 (?1 size, +11 natural), touch 9, flat-fooded 20 Fort +9, Ref +2, Will +4 Speed 20 ft. (4 squares), swim 20 ft. Spot , Listen | ||
Standard attacks BAB +6, Grapple +15 | ||
Attacks | ||
Full attack: 2 slams +11 melee (2d6+5) | ||
Special Attacks/Qualities | ||
Improved grab, constrict 2d6+7 | ||
Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, resistance to fire 10 | ||
Skills Hide +3*, Listen +8, Move Silently +8 | ||
Feats Iron Will, Power Attack, Weapon Focus (slam) | ||
Str 21 Con 17 Dex 10 Int 7 Wis 10 Cha 9 | ||
Alignment Usually neutral, Environment Temperate marshes, Organisation Solitary |
Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants.
A shambler?s brain and sensory organs are located in its upper body.
A shambler?s body has an 8-foot girth and is about 6 feet tall when the creature stands erect. It weighs about 3,800 pounds.
[top]COMBAT
A shambling mound batters or constricts its opponents with two huge, armlike appendages.
Improved Grab (Ex): To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check.
Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Consitution. The shambler loses these points at the rate of 1 per hour.
Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area.
System Reference Document -> List of Creatures (SRD)
Improved Grab (Ex): To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check.
Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Consitution. The shambler loses these points at the rate of 1 per hour.
Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area.
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: CR6 | Creature | D20 | Evil Alignment | LA6 | Large Size | Marsh Terrain | Neutral Alignment | Plant Type | SRD | Temperate Climate
Created by Last edited by , 10-23-2011 at 11:59 AM 0 Comments, 6,714 Views |
, 05-20-2007 at 12:36 AM
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