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Shambling Mound

Hit Dice:8d8+24 (60 hp)
Initiative:+0
Speed:20 ft. (4 squares), swim 20 ft.
Armor Class:20 (–1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple:+6/+15
Attack:Slam +11 melee (2d6+5)
Full Attack:2 slams +11 melee (2d6+5)
Space/Reach:10 ft./10 ft.
Special Attacks:Improved grab, constrict 2d6+7
Special Qualities:Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, resistance to fire 10
Saves:Fort +9, Ref +2, Will +4
Abilities:Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills:Hide +3*, Listen +8, Move Silently +8
Feats:Iron Will, Power Attack, Weapon Focus (slam)
Environment:Temperate marshes
Organization:Solitary
Challenge Rating:6
Treasure:1/10th coins; 50% goods; 50% items
Alignment:Usually neutral
Advancement:9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment:+6

Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants.

A shambler’s brain and sensory organs are located in its upper body.

A shambler’s body has an 8-foot girth and is about 6 feet tall when the creature stands erect. It weighs about 3,800 pounds.

COMBAT

A shambling mound batters or constricts its opponents with two huge, armlike appendages.

**Improved Grab (Ex):**To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check.

**Immunity to Electricity (Ex):**Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour.

Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area.