Dungeons and Dragons Shambling Mound 3.5 PBP RPG

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Shambling Mound

Shambling Mound

Large Plant

Hit Dice:

8d8+24 (60 hp)

Initiative:

+0

Speed:

20 ft. (4 squares), swim 20 ft.

Armor Class:

20 (-1 size, +11 natural), touch 9, flat-footed 20

Base Attack/Grapple:

+6/+15

Attack:

Slam +11 melee (2d6+5)

Full Attack:

2 slams +11 melee (2d6+5)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Improved grab, constrict 2d6+7

Special Qualities:

Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, fire resistance 10

Saves:

Fort +9, Ref +2, Will +4

Abilities:

Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9

Skills:

Hide +3*, Listen +8, Move Silently +8

Feats:

Iron Will, Power Attack, Weapon Focus (slam)

Environment:

Temperate marshes

Organization:

Solitary

Challenge Rating:

6

Treasure:

1/10th coins; 50% goods; 50% items

Alignment:

Usually neutral

Advancement:

9-12 HD (Large); 13-24 HD (Huge)

Level Adjustment:

+6

Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants.

A shambler's brain and sensory organs are located in its upper body.

A shambler's body has an 8-foot girth and is about 6 feet tall when the creature stands erect. It weighs about 3,800 pounds.

Combat

A shambling mound batters or constricts its opponents with two huge, armlike appendages.

Improved Grab (Ex): To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check.

Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour.

Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area.


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After being shackled up, Eya looks around at the others in the cell with her. She looks to Kiven first and says, "Aloro, your brother seems like a real ass. I wouldn't mind adding him to my rapidly growing list of shitstains to kill. I'll help, but only if I get the ears after."

Eya then inspects her shackles and tests their strength a little. She scoffs, "They expect these to hold her?" She looks to Jesla, "You there, warrior of Gorum, God of Battle and Lord in Iron. Jesla, right? That's what they called you earlier. Listen Jesla, I can tell just by looking at these chains that they are far too weak to hold you. BUT, if you attempt to break free right now, you would alert the guards immediately from the noise." Eya nods in the direction of the guards down the hallway, then continues, "If you're serious about bathing in their blood, which, by the way, is a favorite pastime of mine, then bide your time for now and wait for the right moment. Side note, blood bathing is actually good for the skin. It keeps the aging down. It's a shame we can't flay them alive too though; we don't have the luxury of time." Eya sighs, seemingly disappointed.

"You all might be wondering why they went through the trouble of branding us if they're just planning to execute the majority of us tomorrow. Well, the branding iron the used had magical runes inscribed on it. You saw them too, right Aloro? Anyway, the scar created by that magical branding iron is permanent and no amount of healing can make it go away. Essentially, they didn't just brand our physical bodies, but our souls as well. You could cut off your arm, regrow it with magic, and the brand would be right back there again. Why do they do this you might ask? Perhaps it's to humiliate us, to brand us forever as the Other, the Forsaken. That's their terminology, not mine. But perhaps that's only part of the reason."

"So, why am I telling you all this? Because I think we can all break out of this place if we play our cards right and work together. I'm Eya by the way."

Out of Character: Probably obvious but Eya keeps her voice low enough so that the guards can't hear but loud enough for the others in the cell to hear.

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