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Crimson Shambler

Medium · Plant · CR 1/2 · Unaligned

Armor Class
12 (natural armor)
Hit Points and Hit Dice
32 (5d8+10)
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

STR
12
+1
DEX
10
+0
CON
14
+2
INT
1
-5
WIS
11
+0
CHA
5
-3

Overview

Category Monsters
Size Medium
Type Plant
Alignment Unaligned
XP 100
Initiative Bonus +0

Movement

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

Senses

Blindsight 60 ft (18.3 m)
Passive Perception 10

Resistances & Immunities

Damage Immunities
acid, poison
Condition Immunities
blinded, deafened, poisoned

Traits

Eerie Resemblance

The crimson shambler resembles a bloody zombie. A creature that can see a crimson shambler must succeed on a DC 14 Intelligence (Nature or Religion) check to discern its true nature.

Spores

A creature that touches the shambler or hits it with an attack causes spores to spew out of the shambler in a 10-foot radius. Each creature in that area must succeed on a DC 10 Constitution saving throw or become diseased. Creatures immune to the poisoned condition are immune to this disease. The diseased creature’s lungs fill with the spores, which kill the creature in a number of days equal to 1d10 + the creature’s Constitution score, unless the disease is removed. One hour after infection, the creature becomes poisoned for the rest of the duration. After the creature dies, it rises as a crimson shambler, roaming for 1 week and attempting to infect any other creatures it encounters. At the end of the week, it collapses, its body fertilizing a new patch of crimson slime. A creature that succeeds on the saving throw is immune to the spores of all crimson shamblers and crimson slime for the next 24 hours.

Actions

Slam

+3 to hit, reach 5 ft (1.5 m). Hit: 1d6+1 plus 1d6 acid damage.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) acid damage.

Slime Glob

+2 to hit, range 20/60 ft (6.1/18.3 m). Hit: 1d6 acid damage.

Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 3 (1d6) acid damage and the target must succeed on a DC 12 Constitution saving throw or become infected with the shambler's spores (see the Spores trait).

About Crimson Shambler

Crimson Shambler is a medium plant with a Challenge Rating of 1/2. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 32 hit points (derived from 5d8+10).

GM Tips: Using Crimson Shambler

2 tips available

When using Crimson Shambler in your D&D 5e campaign, consider these tactical approaches:

  • Minion Strategy: Use as scouts or minions for larger threats
  • Group Tactics: Group 3-4 together to pose a moderate threat

Player Guide: Facing Crimson Shambler

2 strategies available

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

  • Easy Target: This creature is weak - focus on other threats
  • Group Threat: Multiple can be dangerous - use area attacks

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 75 XP
  • Hard: 112 XP
  • Deadly: 150 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 Crimson Shambler?
Crimson Shambler has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Crimson Shambler?
Crimson Shambler is a Medium Plant, which affects how certain spells and abilities interact with it.

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