Monster: Shambling Mound
This is one of the few plant monsters from the Monster Manual for D&D 3.5. It is strong, slow, and heals from taking electricity damage.
Shambling Mound [Monster Manual, page 222]
379 points
Attribute Modifiers: ST+10 (No Fine Manipulators, -40%)
[60]; IQ-3 [-60]; HT+3 [30].
Secondary
Characteristic Modifiers: HP+20 [40]; Will+3 [15]; Per+3 [15]; Basic Move -1 [-5].
Advantages: Amphibious [10]; Constriction
Attack [15]; DR 1 [5]; Doesn’t Breathe [20]; Doesn’t
Sleep [20]; Double-Jointed [15]; Extra-Flexible Arms [10]; Immunity to Metabolic
Hazards [30]; Immunity to Mind Control [30]; Infravision [10]; Injury Tolerance
(No Blood, No Head (still has a brain), No Neck, No Vitals, Unliving) [37];
Night Vision 5 [5].
Electricity Absorption [155]: DR 20 (Absorption, Healing, +80%; Limited, Electricity, -40%) [140]
+ Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical
Effects [10].
Fire Resistance [16]: DR 6 (Limited, Fire, -40%; Tough Skin, -40%) [6] + Immunity to Noxious
Fire Effects [10].
Disadvantages: Bestial [-10]; Hidebound [-5]; Mute [-25]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Social Stigma (Monster) [-15].
Perks: Limited Camouflage (Plant) [1].
Creature Type: Plant.
Notes: Weight 3,800 lbs.
Knowing Your Own Strength [379]
Replace ST+10 (No Fine Manipulators, -40%) [60]
with ST+6 [60]
|
Typical Stats
ST:
|
20 (KYOS: 16)
|
HP:
|
40 (KYOS: 36)
|
Speed:
|
5.75
|
DX:
|
10
|
Will:
|
10
|
Move:
|
4 groud, 4 water
|
IQ:
|
7
|
Per:
|
10
|
||
HT:
|
13
|
FP:
|
13
|
SM:
|
+0
|
Dodge:
|
8
|
Parry:
|
9 (unarmed)
|
DR:
|
1, 6 (vs. fire), 20 (vs. electricity; see
text)
|
Vine Slam (12): thrust 2d crushing (KYOS: 2d+1 crushing), Reach C.
Electricity Absorption: The shambling mound has DR 20 against electricity, is immune to
electrical conduction and noxious electrical effects. Each point of damage this
DR stops turns into one character point that the shambling mound can use to
heal itself. These points are stored into a pool that can contain up to 20
character points. Once this pool is full, each point of DR will still stop one
point of electricity damage, but will not convert it into a character point. The
shambling mound does not have to use stored points immediately. It loses
absorbed points – unused ones first – at the rate of one point per second. It
loses enhanced abilities as the points drain away. Restoring one HP drains 2
stored points immediately. Such healing is permanent. Only HP in excess of the
shambling mound’s usual scores drains away. The shambling mound cannot absorb
damage from its own abilities (for example, if its natural weapons are
magically imbued with electricity).
Traits:
Amphibious; Bestial; Constriction Attack; Doesn’t Breathe; Doesn’t Sleep; Double-Jointed; Extra-Flexible Arms; Hidebound; Immunity to Electrical Conduction; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Electrical Effects; Immunity to Noxious Fire Effects; Infravision; Injury Tolerance (No Blood, No Head (still has a brain), No Neck, No Vitals, Unliving); Limited Camouflage (Plant); Mute; Night Vision 5; No Fine Manipulators; Restricted Diet (Carnivore); Social Stigma (Monster).
Skills: Brawling-12;
Camouflage-12; Survival (Woodlands)-12.
Creature Type: Plant.
Notes: Weight 3,800
lbs.
No comments:
Post a Comment