Shambling MoundCR 6

Usually N Large Plant

Init +0; Senses darkvision 60 ft., low-light vision; Listen +8, Spot +0

Languages

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

hp 60 (8 HD)

Immune electricity

Resist fire 10

Fort +9, Ref +2, Will +4

Speed 20 ft., swim 20 ft.

Melee 2 slams +11 (2d6+5)

Space 10 ft.; Reach 10 ft.

Base Atk +6; Grp +15

Atk Options Power Attack, improved grab, constrict 2d6+7

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

SQ plant traits

Feats Iron Will, Power Attack, Weapon Focus (slam)

Skills Hide +3*, Listen +8, Move Silently +8

Advancement 9-12 HD (Large); 13-24 HD (Huge)

Level adjustment +6

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.

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.

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