Shambling Mound
Large plant with 110 HP, AC 15, and blindsight 60 ft. Lightning Absorption trait; Multiattack uses three Charged Tendril strikes at +7 reach (1d6+4 bludgeoning + 2d4 lightning, pul...
Shambling Mound. Large plant, unaligned.
Traits: Lightning Absorption
Large plant · unaligned
AC 15 · HP 110 · Speed 30 ft., swim 20 ft., climb 15 ft. · Initiative -1
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Score | 18 | 8 | 16 | 5 | 10 | 5 |
| Mod | +4 | -1 | +3 | -3 | +0 | -3 |
| Save | +4 | -1 | +3 | -3 | +0 | -3 |
Skills Stealth +3 · Senses blindsight 60 ft., passive Perception 10 · Challenge 5 (PB +3)
Resistances Cold, Fire · Immunities Lightning · 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. 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. 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. The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.