Old World» Shambling mound

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.

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.

A shambling mound can be summoned with the summon nature’s ally VI spell.

Shambling mound

Attach:shambling_mound.png Δ

Large plant

Init +0; Senses darkvision, low-light vision; Perception +11

Defense

AC 20, touch 9, flat-footed 20 (−1 size, +11 natural)

hp 72 (8d8+36)

Fort +9, Ref +2, Will +4

Immune electricity

Resist fire 10, cold 10

Offense

Speed 20 ft., swim 20 ft.

Melee 2 slams +10 (2d6+5)

Melee 2 slams +8 (2d6+9) (Power Attack)

Space 10 ft.; Reach 10 ft.

Special Attacks grab, constrict 2d6+7

Statistics

Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9

Base Atk +6; CMB +12 (+16 to grapple); CMD 22

Feats Blind-Fight, Iron Will, Lunge, Power Attack

Skills Perception +11, Stealth +7 (+15 in swamps or forests)

Special Qualities electric fortitude

Morale indomitable (+6)

Ecology

Environment temperate marshes

Organization solitary or with 1d4 shocker lizards

Special Abilities

Constrict (Ex)

A shambling mound can crush an opponent, dealing 2d6+7 points of bludgeoning damage, when it makes a successful grapple check against a grabbed opponent (in addition to any other effects caused by a successful check, including additional damage).

Grab (Ex)

If a shambling mound hits with both of its slam attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The shambling mound can only grab targets of a size equal to or smaller than itself.

A shambling mound receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Electric Fortitude (Ex)

Shambling mounds take no damage from electricity. Instead, any electricity attack used against a shambling mound grants it 1 temporary hit point per die of damage that the attack would normally deal (or 1 point per 5 points of damage, if the attack’s damage is not expressed in dice). For every 10 temporary hit points gained via electric fortitude that the shambling mound has, it also gains a cumulative +1 bonus on Fortitude saves. The shambling mound loses these temporary hit points at the rate of 1 per 10 minutes.