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Shambling Mound

Large · Plant · CR 5 · Unaligned

Source. 5e 2024 Rules
Armor Class
15 (natural armor)
Hit Points and Hit Dice
110 (13d10 + 39)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
8
-1
CON
16
+3
INT
5
-3
WIS
10
+0
CHA
5
-3

Overview

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

Movement

Walk 30 ft (9.1 m)
Swim 20 ft (6.1 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Blindsight 60 ft (18.3 m)
Passive Perception 10

Saving Throws

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

Skills

Stealth +3

Resistances & Immunities

Damage Immunities
lightning
Damage Resistances
cold, fire
Condition Immunities
deafened, exhaustion

Traits

Lightning Absorption

Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.

Actions

Charged Tendril

Cost 1

+7 to hit, reach 10 ft (3 m). Hit: 1d6+4 bludgeoning damage.

Melee Attack Roll: +7, reach 10 ft. 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the target 5 feet straight toward itself.

Engulf

Cost 1

Strength Saving Throw: DC 15, one Medium or smaller creature within 5 feet. Failure: The target is pulled into the shambling mound's space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no extra movement. The shambling mound can have only one creature Grappled by this action at a time.

Multiattack

Cost 1

The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.

About Shambling Mound

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

In combat, this creature maintains an Armor Class of 15 and possesses 110 hit points (derived from 13d10 + 39).

GM Tips: Using Shambling Mound

2 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.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Shambling Mound

2 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.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

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.

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