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Habitat: Forest, Swamp; Treasure: None

Shambling mounds—also known as “shamblers”—embody the tenacity of the wilderness, seeking only to consume and grow. These masses of vegetation rise up to half again as tall as a human and possess thick limbs and a vague head. As they move through bogs and undergrowth, they ensnare creatures that come within reach. Shambling mounds bury those they catch within their own forms as compost.

Strange circumstances might give rise to shambling mounds, transforming vegetation into hulks with rudimentary cunning. Such conditions include strikes from magical lightning, nature defending itself, or druidic curses. Roll on or choose a result from the Shambling Mound Cultivation table to inspire a shambling mound’s origins and features.

Shambling Mound Cultivation
1d6 
The Shambling Mound Is ...
1
Covered in vibrant alien or Feywild blooms.
2
Hauling a rune-etched menhir in its torso.
3
Infested with vermin or fungi.
4
Made up of knotty vines entangling skeletons.
5
Mutated and leaking glowing pollution.
6
The remains of an ancient tree or a treant.

Traits

Lightning Absorption. Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.

Actions

Multiattack. The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.

Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the target 5 feet straight toward itself.

Engulf. Strength Saving Throw: DC 15, one Medium or smaller creature within 5 feet. Failure: The target is pulled into the shambling mound’s space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no extra movement. The shambling mound can have only one creature Grappled by this action at a time.


Shambling Mound

Large Plant, Unaligned
  • Armor Class 15
  • Hit Points 110 (13d10 + 39)
  • Speed 30 ft., Swim 20 ft.
  • Initiative +-1 (9)
STR
18 (4)
DEX
8 (-1)
CON
16 (3)
INT
5 (-3)
WIS
10 (0)
CHA
5 (-3)
  • Saving Throws Str +4, Dex -1, Con +3, Int -3, Wis +0, Cha -3
  • Skills Stealth +3
  • Damage Resistance Cold, Fire
  • Damage Immunities Lightning
  • Condition Immunities Deafened, Exhaustion
  • Senses Blindsight 60 ft, passive Perception 10
  • Languages None
  • Challenge 5 (1800 XP)
  • Habitat Forest, Swamp
  • Treasure None
  • Lightning Absorption. Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.

Actions


  • Multiattack. The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.
  • Charged Tendril. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (1d6 + 4) Bludgeoning damage plus (2d4)Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the target 5 feet straight toward itself.
  • Engulf. *Strength Saving Throw:* DC 15, one Medium or smaller creature within 5 feet. *Failure:* The target is pulled into the shambling mound's space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (or [[3d6]] (3d6)) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no extra movement. The shambling mound can have only one creature Grappled by this action at a time.
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