Shambling Mound [1/2]Plant · CR 5
Shambling Mound [1/2]Large Plant, Unaligned
STR18+4DEX8-1CON16+3INT5-3WIS10+0CHA5-3
AC15HP110CR5SPD30 ft., Swim 20 ft.
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.

Shambling Mound [2/2]Plant · CR 5
Shambling Mound [2/2]Large Plant, Unaligned
ACTIONS (cont.)
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.

Shambling Mound [1/3]
Large Plant, Unaligned
5
15Armor Class
110Hit Points
30 ft., Swim 20 ft.Speed
STR18+4
DEX8-1
CON16+3
INT5-3
WIS10+0
CHA5-3

Initiative. -1

Senses. Blindsight 60 ft.; Passive Perception 10

Resistances. Cold, Fire

Immunities. Lightning; Deafened, Exhaustion

Languages. None

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.

Plant
Monster card
Shambling Mound [2/3]
Large Plant, Unaligned
5
15Armor Class
110Hit Points
30 ft., Swim 20 ft.Speed
STR18+4
DEX8-1
CON16+3
INT5-3
WIS10+0
CHA5-3

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,

Plant
Monster card
Shambling Mound [3/3]
Large Plant, Unaligned
5
15Armor Class
110Hit Points
30 ft., Swim 20 ft.Speed
STR18+4
DEX8-1
CON16+3
INT5-3
WIS10+0
CHA5-3

Actions (cont.)

costing it no extra movement. The shambling mound can have only one creature Grappled by this action at a time.

Plant
Monster card

A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it continues on a second tent card instead of being truncated. Print both.

This stat block is long: it spans 3 cards instead of being truncated. Print them all.

Pick “Save as PDF” as the destination in the print dialog.

Shambling Mound — printable monster card

Large Plant, Unaligned

  • CR 5
  • Plant
  • Large

Full stat block

Armor Class
15
Hit Points
110
Initiative
-1
Speed
30 ft., Swim 20 ft.
Senses
Blindsight 60 ft.; Passive Perception 10
Resistances
Cold, Fire
Immunities
Lightning; Deafened, Exhaustion
Languages
None
Challenge Rating
5 (1,800 XP)
Proficiency bonus
+3
Skill proficiencies
Stealth
Ability scores
STR DEX CON INT WIS CHA
18 +4 8 -1 16 +3 5 -3 10 +0 5 -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.

See also