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Shambling Mound

A mass of tangled vines and dripping slime rises on two trunk-like legs, reeking of rot and freshly turned earth.

Shambling Mound CR 6

XP 2,400
N Large plant
Init +0; Senses darkvision 60 ft., low-Light vision; Perception +11

DEFENSE

AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 67 (9d8+27)
Fort +9, Ref +5, Will +5
Defensive Abilities plant traits; Immune electricity; Resist fire 10

OFFENSE

Speed 20 ft., swim 20 ft.
Melee 2 slams +11 (2d6+5 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+7)

STATISTICS

Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Base Atk +6; CMB +12 (+16 grapple); CMD 22
Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Skills Perception +11, Stealth +8 (+16 in swamps or forest), Swim +13; Racial Modifiers +4 Stealth (+12 in swamps or forests), +4 Perception
Languages Common, Sylvan (cannot speak)
SQ electric fortitude

SPECIAL ABILITIES

Electric Fortitude (Ex)

Shambling mounds take no damage from electricity. Instead, any electricity attack used against a shambling mound temporarily increases its Constitution score by 1d4 points. The shambling mound loses these temporary points at the rate of 1 per hour.

Feats

Shambling Monolith
You are able to draw up available vegetation into your body mass and increase your size and strength.
Prerequisite: Shambling mound.
Benefit: As a full-round action, you may draw additional vegetable matter into yourself and increase your size, strength, and durability as if using an animal growth spell. At the beginning of each turn, you must succeed at a Fortitude save to maintain your increased size. The save DC is 10 if in forest or jungle and 15 if in a swamp or underground , and increases by 1 for each round that passes. If you fail the save, you collapse back to your normal size and are fatigued for 8 hours.
Special: You must be in forest, jungle, swamp, or underground terrain to use this feat. You cannot use this feat when you are fatigued or exhausted.

Stormstruck Shambler
You have been lashed by the power of the storm so many times that you retain a powerful affinity for it, able to draw upon your reserves of energy to strike enemies with living lightning.
Prerequisite: Shambling mound, must have been struck by lightning.
Benefit: As a free action, you may charge one of your limbs with electricity equivalent to a shocking grasp spell, dealing 5d6 electricity damage to a creature you touch, attack with an unarmed strike, or grapple. If making a touch attack, you get a +3 to your attack roll if the target is wearing metal armor. Each time you use this ability, you take 1 point of temporary Constitution damage; you regain these lost Constitution points at a rate of 1 per hour. You may use this ability a number of times per day equal to your hit dice.

Suffocating Strangulation
Your constriction attack forces the air out of your victim’s lungs and leaves him helpless and gasping for breath.
Prerequisite: grab, constrict
Benefit: By making a successful grapple check, you are able to coil your natural weapons around an opponent’s throat (or other breathing apparatus), crushing the breath out of him. The opponent cannot hold his breath and must immediately begin making Constitution checks at the end of his turn each round, starting at DC 10 and increasing by 1 each round. Failure indicates he falls unconscious at 0 hit point. Once the opponent is unconscious, you may choose to either damage him (requiring a grapple check) or continue to suffocate him (no check required); if you maintain the chokehold, on your next turn he drops to –1 hit points and is dying. If you maintain the choke-hold on the following turn, he suffocates and dies. Creatures that do not need to breathe are unaffected by this ability.


Dungeon Denizens Revisited. Copyright 2009, Paizo Publishing, LLC Authors Clinton Boomer, Jason Bulmahn, Joshua J. Frost, Nicolas Logue, Robert McCreary, Jason Nelson, Richard Pett, Sean K Reynolds, James L. Sutter, and Greg A. Vaughan.

Variant Shambling Mound Abilities

The majority of shambling mounds live outdoors, most commonly in marshes, swamps, jungles, and well-watered forests. A shambling mound may have one or more of the following variant abilities:

Compressible Form (Ex): These shamblers are difficult to harm with piercing or bludgeoning attacks, gaining DR 10/slashing and taking half damage from falls. A compressible shambling mound also never suffers penalties for squeezing into a 5-foot-wide space, and gains a +10 racial bonus to Escape Artist checks (+10 for squeezing through a tight space).

Communion with the Green (Su): This variety of shambling mound is instinctively attuned to the essence of nature. It gains a +4 bonus to Charisma-based checks with plants and animals and gains the following spell-like abilities (caster level 8th)

At willdetect animals or plants, speak with plants
1/day
barkskin, blight, command plants, diminish plants, entangle, goodberry, plant growth
1/week
commune with nature

Dungeon Denizens Revisited. Copyright 2009, Paizo Publishing, LLC Authors Clinton Boomer, Jason Bulmahn, Joshua J. Frost, Nicolas Logue, Robert McCreary, Jason Nelson, Richard Pett, Sean K Reynolds, James L. Sutter, and Greg A. Vaughan.

Variant Forms of Shambling Mound

Greensward (CR +1): The most tragic variant shambler is outwardly identical to a normal shambling mound (though they often fashion some of their body mass into a makeshift head and face). They are extremely rare humanoids (usually elves) whose minds, spirits, and consciousnesses have somehow endured and remained intact after a shambling mound kills and eats them. Lacking the power of speech, many are slain by their humanoid comrades as they return home in hope of a cure, but some few have managed to avoid hostilities long enough to manage peaceful communication. Those unable to secure a miracle or wish to return to their own form have sworn to use their new forms to become defenders of the woodlands. Greenswards are usually chaotic good. They retain the memories of their previous life, but they cannot speak or cast spells. A greensward’s Intelligence is +2 higher than a common shambling mound.

Spore Mound (CR +1) Some shamblers live in such close association with fungi and rot that they gradually become infested. These spore mounds look much like typical shamblers but are encrusted in morels, puff balls, and all manner of mushrooms. Whenever a spore mound is struck in combat, it discharges a cloud of yellow mold spores in a 10-foot radius. If exposed to direct sunlight, a spore mound’s yellow mold is rendered dormant and does not discharge. Its spore discharge is suppressed for 1 round if the creature is struck by a fire attack that overcomes its fire resistance.

Tanglethorn Mound (CR +1): Found only in arid regions, deserts, hills, and dry plains, tanglethorn mounds look like twisted masses of dry, thorny vines wrapped thickly around misshapen clumps of cacti. They deal slashing, piercing, and bludgeoning damage with their slam and constrict attacks, and their constrict attacks deal +1d6 damage. Tanglethorn mounds lack a swim speed but have a burrow speed of 10 feet and tremorsense out to a distance of 30 feet; they often lie in wait just below the surface, or with a portion of their body mass showing above ground, appearing like a normal thorny bush or cactus. Their racial bonus to Stealth checks applies only in desert settings.

Dungeon Denizens Revisited. Copyright 2009, Paizo Publishing, LLC Authors Clinton Boomer, Jason Bulmahn, Joshua J. Frost, Nicolas Logue, Robert McCreary, Jason Nelson, Richard Pett, Sean K Reynolds, James L. Sutter, and Greg A. Vaughan.

Symbiotic Swarm

Shambling mounds are themselves unpleasant opponents, but some shambling mounds live in symbiosis with swarms of insects, most often centipedes, skittering along the tendrils and vines that make up the shambler. Typically such a symbiotic swarm does not endanger creatures fighting a shambling mound, as too few of the centipedes run along the creature’s surface to pose much of a threat. However, a target engulfed by the shambler’s constrict attack is subject to the attack of a centipede swarm, including physical damage, poison, and distraction. The swarm is considered to have total cover from attacks as long as the shambling mound is alive. If the shambling mound is killed, the centipede swarm boils up from its remains and attacks any creatures nearby. Add +1 to the CR of a shambling mound with a symbiotic centipede swarm.

Dungeon Denizens Revisited. Copyright 2009, Paizo Publishing, LLC Authors Clinton Boomer, Jason Bulmahn, Joshua J. Frost, Nicolas Logue, Robert McCreary, Jason Nelson, Richard Pett, Sean K Reynolds, James L. Sutter, and Greg A. Vaughan.