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Shambling Mound

Large · Plant · CR 5 · Chaotic Evil

Source. Black Flag SRD
Armor Class
15 (natural armor)
Hit Points and Hit Dice
110
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
8
-1
CON
16
+3
INT
4
-3
WIS
10
+0
CHA
4
-3

Overview

Category Monsters
Size Large
Type Plant
Alignment Chaotic Evil
XP 1800
Initiative Bonus -1

Movement

Walk 20 ft (6.1 m)
Swim 20 ft (6.1 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Passive Perception 10

Saving Throws

Strength +4 Dexterity -1 Constitution +3 Intelligence -3 Wisdom +0 Charisma -3

Languages

-

Resistances & Immunities

Damage Immunities
lightning,blinded,deafened
Damage Resistances
cold,fire,Plant Resilience

Traits

Lightning Absorption

Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains HP equal to the lightning damage dealt.

Plant Resilience

The shambling mound is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions.

Rotting Vegetation

The shambling mound emits the smell of rotting vegetation. A creature that starts its turn within 10 feet of the shambling mound must succeed on a DC 14 CON save or be poisoned until the start of its next turn.

Actions

Multiattack

The shambling mound makes two Slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14).

Slam

+7 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 plus 2d6 poison damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) poison damage.

Bonus Actions

Engulf

The shambling mound engulfs a Medium or smaller creature grappled by it. In addition to being grappled, the engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 CON save at the start of each of the mound's turns or take 4 (1d8) bludgeoning damage and 3 (1d6) poison damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

About Shambling Mound

Shambling Mound is a large plant with a Challenge Rating of 5. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 110 hit points (derived from None).

Shambling Mound has communication capabilities including -. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Shambling Mound

1 tips available

When using Shambling Mound in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 20 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Shambling Mound

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 20 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 5.

Solo Encounter:

A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 3,000 XP
  • Hard: 4,500 XP
  • Deadly: 6,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Shambling Mound?
Shambling Mound has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
What type of creature is Shambling Mound?
Shambling Mound is a Large Plant, which affects how certain spells and abilities interact with it.
What languages does Shambling Mound speak?
Shambling Mound can communicate in -.

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