Shambling Mound | CR 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 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 |