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Shambling Mound

RL 8

Environment: Temperate marshes | Type: Plants & Fungi

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Shambling Mound

πŸ“œ Full Creature / NPC Stat Block(s)

Rules of Legend d20 Format
Average (Shambling Mound): CL 8; XP 1800; L Plant/Fungus (Plant); RL 8; HP 112, SP 80, PP 26; Init +3; Spd 5, Swim 5; DeCa/p 19/17 (crit +41), Fort 26, Ref 16, Will 17; DR 11, Elec imm, Fire res 10; AP 18; Atk Slam Sz -1, AP 7, Rch 0-2, +7 (2d8+7 B HP + grapple); Multi Slam/Slam Sz -1, AP 12, Rch 0-2/0-2, +7/+7 (2d8+7 B HP + grapple/2d8+7 B HP + grapple); Grp AP 9, Rch 0-2, +2/+12; Spc 2x2 sq; SS LL vision x2, Darkvision 12, Life sense 6, Blind; SA Monkey grip Lesser, Fast reflexes Lesser, +1 reactions/r, Impr trip / Req: Weapon==WpNat, Impr disarm / Req: Weapon==WpNat, Impr grapple, Impr bull rush, Impr overrun, Greater bull rush; SD Crit res +10, Fear res +2, Mental imm, Paralysis imm, Poison imm, Polymorph imm, Suffocation imm, Evasion Lesser; SM Stealthy Minor; SQ Combat reflexes; AL Usually N; Str 20, Con 16, Dex 10, Int 6, Wis 10, Cha 8.
Skills: Acrobatics 4, Athletics 9, Perception 4, Stealth 8, Survival 4, Weapons - Natural 9, Weapons - Brawling 9, Combat Instincts 9, Fighting Style - Akimbo 9.

Base Species Characteristics

Size Class 1

Racial Ability Adjustments

STR
+10
CON
+6
DEX
+0
INT
-4
WIS
+0
CHA
-2

Natural Attacks

2 Slam { AttMod=StrMod; Dmg=2d8+StrMod B HP + grapple; }

Racial Traits & Special Abilities

Sns { Qual=LowLightVision; Value=2; } Sns { Qual=Darkvision; Value=12; } DefMod { Qual=ElectricRes; Value=+999; } DefMod { Qual=FireRes; Value=+10; } SklMod { Qual=Stealth; Type=racial; Value=+4; } ActMod { Qual=Listen; Type=racial; Value=+4; }

Organization:

Solitary

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