Neutral Large Monster (plant) (8-ft wide)
FREQUENCY: Rare
NO. APPEARING: 1-3 (VII. 1-2)
SURPRISE: 33%; Others +34% (camouflage)
SENSES: plant senses
ARMOR CLASS: 0
SPEED: 60 ft.
HIT DICE: 8 (36 hp)
% IN LAIR: 30%
TREASURE TYPE: B, T, X
ATTACK AC 0: 12
MELEE: 2 slams (2d8/2d8)
SPECIAL ATTACKS: grab, suffocation; Hits As: +2
SPECIAL DEFENSES: amorphous, energy resistance, plant traits; DR/- (half)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: fanatical
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: VII (XP 1,800 + 10 per h.p.)
Damage Resistance. Shamblers take half damage from any physical weapon.
Energy Resistance. Shamblers are immune to fire effects and take no damage from cold effects if a save is made. Electrical effects do no damage but adds 1 temporary hit die (including 5 hit points) to the creature per attack (lasting 1 hour).
Grab. A creature struck by both of shambler's limbs will be automatically grappled (grab). The grapple result is always 75 (head). The vines will encircle the victims head and upper body. Due the tough animated vines and mass of the shambler, a victim grabbed by the shambler can only escape if the shambler lets go or is destroyed.
Suffocation. Vines will seek out the grabbed victim's airways and, in 2d4 rounds, the victim must hold their breath before beginning to suffocate.
Plant Traits. Plant creatures are immune to all mind-affecting effects unless specifically noted. Effects relying on senses (vision, hearing, olfaction) and breathing do not affect plant creatures. Plant creatures are immune to paralysis, poison, sleep effects, and stunning. Plant creatures ignore all illusion effects except for [seeming] effects.
Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants with a fondness for elf flesh in particular. What serve as a shambler’s brain and sensory organs are located in its upper body. Shambling mounds typically have an 8-foot girth and stand between 6 and 9 feet tall (8-12 HD). They weigh about 3,800 pounds.
Shambling mounds are strange creatures, more akin to animated tangles of creeping parasitic vines than single rooted plants. They are omnivorous, able to draw their sustenance from nearly anything, wrapping their creepers around living trees to draw forth the sap, sending rootlets into the soil to absorb raw nutrients, or consuming flesh and bone from crushed prey.
Shamblers are frighteningly stealthy in their native environments. Blending in with the surrounding terrain, they can lie in wait for days on end without moving, waiting patiently for a potential meal. A shambler could be almost anywhere at any time, attacking without warning and not caring whether it leaves any survivors, so long as it acquires its next meal.
Shambling mounds normally lead solitary, nomadic existences in deep forests and fetid swamps, although they can also be found underground living among damp fungal thickets. Disturbing rumors persist, however, of shamblers gathering in strange congregations around great earthen mounds in the depths of marshes and jungles, often during the height of violent electrical storms. Their reasons for doing so are unknown, and many sages have wondered whether there is some obscure and alien purpose at work.
Neutral Large Monster (plant) (8-ft tall)
FREQUENCY: Rare
NO. APPEARING: 1-3 (VII. 1-2)
SURPRISE: 33%; Others +34% (camouflage)
SENSES: plant senses
ARMOR CLASS: 0
SPEED: 60 ft.
HIT DICE: 10 (45 hp)
% IN LAIR: 30%
TREASURE TYPE: B, T, X
ATTACK AC 0: 10
MELEE: 2 slams (2d8/2d8)
SPECIAL ATTACKS: suffocation; Hits As: +2
SPECIAL DEFENSES: amorphous, energy resistance, plant traits; DR/- (half)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: fanatical
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LEVEL: VII (XP 1,800 + 10 per h.p.)