Shambling Mound

Large Plant — CR 6

Monster Manual v.3.5 (MM), p. 2223.5
Hit Dice
8d8+24 (60 hp)
Initiative
+0
Speed
Land 20 ft
Armor Class
20, touch 9, flat-footed 20
Base Attack / Grapple
+6/+15
Attack
Slam +11 melee (2d6+5)
Full Attack
2 slams +11 melee (2d6+5)
STR
21
DEX
10
CON
17
INT
7
WIS
10
CHA
9
Fort / Ref / Will
+9 / +2 / +4
Challenge Rating
6
Alignment
Usually Neutral
Organization
Solitary
Treasure
1/10 coins; 50% goods; 50% items
Environment
Marshes
Level Adjustment
+6

Special Abilities

Improved GrabConstrictDarkvisionImmunity to ElectricityLow-Light VisionPlant TraitsResistance to Fire

Feats

This creature looks like a mass of leaves and vines with a generally human-like form. It has a barrel-shaped body with ropy arms and stumpy legs. It doesn’t seem to have a head.

Description

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 is almost totally silent and invisible in its natural surroundings, often catching opponents flat-footed. It may lie partially submerged in a shallow bog, waiting patiently for some creature to walk onto it. Shamblers move easily through water as well, and they have been known to sneak into the camps of unsuspecting travelers at night.

Adventurers tell stories of shamblers moving about during intense electrical storms without so much as flinching from direct lightning strikes.

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.

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 Constitution. 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.