Dungeons and Dragons Shambling Mound 3.5 PBP RPG

Tue, 21st January, 2020 - 12:08 pm GMT
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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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Respar tries not to make a sound when the brand burns into his tricep, but grunts and groans escape his lips. Even a curse word or two (If anyone speaks it, he curses in Celestial). But he does not issue threats.

Once the group is alone he turns away from the others and begins to whistle tunelessly for a few minutes. He seems to be ignoring the others in the cell. But he finally turns and looks at the fiery barbarian woman and the tiefling.

"Oh I assure I can be useful. But before I agree to help you with your pointless attempt to smash and kill your way out of here, leaving everyone behind in various states of dismemberment and death, let me offer you an alternative. It may not be as… satisfying to your bloodlust, but I think it might have a slightly better chance of achieving escape, which is my priority."

He lowers his voice and says, "Right now there are few enough guards out there we might be able to overpower them. But if we suddenly start tearing chains from walls and what have you, they'll call for reinforcements. However if we can just get one or two to come in, I can have us ready to totally take them by surprise, and possibly very quietly. You might prefer to put on a loud and violent show, but I prefer to work quietly."

He then raises his hands, freed from the manacles in his lap. "Now, what say you all?"

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