Shambling Mound

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Shambling Mound token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Shambling Mound

Level 5 Solo
Plant, Shambling Mound EV 84
  1. 3 Size
  2. 3 Speed
  3. 400 Stamina
  4. 5 Stability
  5. 7 Free Strike
Immunity Weakness
Movement
  1. Might

    4
  2. Agility

    -1
  3. Reason

    0
  4. Intuition

    1
  5. Presence

    0
  1. Solo Monster

    End Effect: At the end of each of their turns, the shambling mound can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

    Solo Turns: The shambling mound can take two turns each round. They can't take turns consecutively.

  2. Engulfing Sack

    The shambling mound has a vegetative sack on their body where they carry engulfed creatures. The sack has 30 Stamina, damage immunity 5, and fire weakness 10. Destroying the sack frees creatures trapped by the shambling mound's Engulf ability. The shambling mound regrows a destroyed sack at the start of their next turn.

  3. Vine Lash 2d10 + 4 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 6 x Two creatures or objects
    ! 11 damage; A < 3 grabbed @ 16 damage; A < 4 grabbed # 19 damage; grabbed
    2 Malice:

    The shambling mound can slide each target up to 6 squares

    3 Malice:

    Each target takes 7 poison damage

  4. Seismic Slam 2d10 + 4

    Area, Weapon Main Action
    o 6 burst x Each enemy in the area
    ! 4 damage; M < 2 dazed (save ends) @ 6 damage; M < 3 dazed (save ends) # 7 damage; M < 4 dazed (save ends)
  5. Engulf 2 Malice

    Melee Main Action
    o Melee 6 x One creature or object
    Effect:

    The target must be size 1L or smaller. The shambling mound reaches out with writhing vines, and if the target has A < 3, they are engulfed into the shambling mound's sack. If the target is grabbed by the shambling mound, the potency increases by 1. An engulfed creature is restrained, takes 3 poison damage at the start of each turn, and can't take damage from abilities used from outside the sack. When the shambling mound moves, the engulfed creature moves with them. If the shambling mound dies or their sack is destroyed, each engulfed creature is freed and appears in an unoccupied space within 2 squares of the shambling mound.

    2+ Malice:

    The shambling mound can engulf one additional target for each 2 Malice spent

  6. Leech

    Maneuver
    o Self x Self
    Effect:

    Each creature engulfed by the shambling mound takes 5 poison damage. The shambling mound gains 5 temporary Stamina for each creature who takes damage this way.

  7. Tether Down 2d10 + 4

    Melee Triggered Action
    o Melee 6 x The triggering creature
    A creature within distance willingly moves
    ! 7 damage; M < 2 restrained (EoT) @ 12 damage; M < 3 restrained (EoT) # 15 damage; M < 4 restrained (EoT)
  8. False Appearance

    While the shambling mound remains motionless, they are indistinguishable from ordinary vegetation.

  9. Frothing Flora

    The area within 6 squares of the shambling mound is difficult terrain.

  10. Ravenous Overgrowth 2d10 + 4

    Area, Weapon Villain Action 1
    o 10 x 2 line within 1 x Each creature in the area
    ! 7 damage, pull 3 @ 12 damage; pull 4; the target has poison weakness 3 until the end of the encounter # 15 damage; pull 6; the target has poison weakness 5 until the end of the encounter
  11. Composting

    Melee Villain Action 2
    o Melee 6 x Each enemy
    Effect:

    The shambling mound uses Engulf against each target without spending Malice.

  12. Exposed Crux

    Melee Villain Action 3
    o Self x Self
    Effect:

    The shambling mound rips themself apart, exposing the crux of magic holding them together. The distance of the shambling mound's melee abilities increases to melee 10, the creature has a double edge on power rolls, and strikes made against them gain an edge.

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Shambling Mound Malice


  1. Poisoned Vines 3 Malice

    1. The shambling mound seeps noxious residue from their vines. The next time they use their Vine Lash ability before the end of their next turn, they deal an extra 12 poison damage to each target.

  2. Frenzy Lash 5 Malice

    1. The shambling mound lashes out at each enemy within 10 squares of them, driving them back or into the air. Each target makes an Agility test.

    2. ! 7 damage; push 7 or vertical push 3; restrained (save ends) @ 6 damage; push 5 or vertical push 2 # 3 damage
  3. Solo Action 5 Malice

    1. The shambling mound takes an additional main action on their turn. They can use this feature even if they are dazed.

  4. Leeching Wilds 7 Malice

    1. Until the end of the shambling mound's next turn, the area within 10 squares of them is difficult terrain for enemies, and any enemy in the area takes a bane on power rolls. Any enemy who starts their turn in the area takes 4 acid damage, and the shambling mound regains an equal amount of Stamina.

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