Lightning AbsorptionWhenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.
ACTIONS
MultiattackThe shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Shambling Mound [2/2]Plant · CR 5
Shambling Mound [2/2]Large Plant, Unaligned
ACTIONS (cont.)
Charged TendrilMelee 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.
EngulfStrength 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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Shambling Mound [1/2]Large Plant, Unaligned
CR5
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.
Actions
Multiattack. The shambling mound makes three Charged Tendril
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Plant
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Shambling Mound [2/2]Large Plant, Unaligned
CR5
15Armor Class
110Hit Points
30 ft., Swim 20 ft.Speed
STR18+4
DEX8-1
CON16+3
INT5-3
WIS10+0
CHA5-3
Actions (cont.)
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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Plant
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
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 continues on a second card instead of being truncated. Print both.
Shambling Mound [1/2]Plant · CR 5
Shambling Mound [1/2]Large Plant, Unaligned
STR+418
DEX-18
CON+316
INT-35
WIS+010
CHA-35
AC15
HP110
CR5
SPD30 ft., Swim 20 ft.
TRAITS
Lightning AbsorptionWhenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.
ACTIONS
MultiattackThe shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Shambling Mound [2/2]Plant · CR 5
Shambling Mound [2/2]Large Plant, Unaligned
ACTIONS (cont.)
Charged TendrilMelee 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.
EngulfStrength 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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Shambling Mound [1/2]Large Plant, Unaligned
CR5
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.
Actions
Multiattack. The shambling mound makes three Charged Tendril
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Shambling Mound [2/2]Large Plant, Unaligned
CR5
15Armor Class
110Hit Points
30 ft., Swim 20 ft.Speed
STR18+4
DEX8-1
CON16+3
INT5-3
WIS10+0
CHA5-3
Actions (cont.)
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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
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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.