Shambling Mound · CR 5
Type: Plant · Size: Large · Grade: Medium (capacity 100 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Carnage Bloom | Unique | Medium | 100 | Medicine or Survival 15 | light · 1 | Necrotic, Slashing | Acid, Fire |
| Lightning Stalk | Creature Part, Elemental (Air) | High | 1,000 | Medicine or Survival 20 | medium · 1 | Necrotic, Slashing | Poison |
| Twisted Vine | Fiber, Trophy | Low | 10 | Medicine or Survival 10 | medium · 1 | Necrotic, Slashing | Acid, Fire |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Trait parts
Grade = the creature’s grade (Medium), DC 15.
- Cryohide – from Cold
- Heatproof Hide – from Fire
- Shockproof Hide – from Lightning
Part descriptions
Carnage Bloom
A lovely, sweet-smelling red and white flower – quite unlike the meat-eating creature it grew on.
Use: eat one (action) and make a DC 13 Constitution save. Success – cast speak with plants. Failure – 1d8 poison and your hit point maximum drops by that much until a long rest.
Statblock
Shambling Mound – SRD 5.2
Large Plant, Unaligned
AC 15 · HP 110 (13d10 + 39) · Speed 30 ft., Swim 20 ft.
Score Save Score Save STR 18 (+4) +4 INT 5 (−3) −3 DEX 8 (−1) −1 WIS 10 (+0) +0 CON 16 (+3) +3 CHA 5 (−3) −3 Skills Stealth +3
Resistances Cold, Fire
Immunities Lightning
Condition Immunities Deafened, Exhaustion
Senses Blindsight 60 ft.; Passive Perception 10
Languages None
CR 5 (XP 1,800; PB +3)
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
Multiattack. The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.
Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 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.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 216); SRD 5.1 (size) – part descriptions rewritten in our own words.