Shambling Mound

Monster Manual (2025) p. 276

Size
Large
Type
plant
Alignment
unaligned
AC
15
Initiative
-1
Hit Points
110 (13d10+39)
Speed
walk 30 ft., swim 20 ft.
Skills
Stealth +3
Resistances
cold, fire
Immunities
lightning
Condition Immunities
deafened, exhaustion
Senses
blindsight 60 ft.
Passive Perception
10
Challenge
5
Environment
forest, swamp
STR
18
+4
DEX
8
−1
CON
16
+3
INT
5
−3
WIS
10
+0
CHA
5
−3

Traits

Proficiency Bonus

+3

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.

Other data

description

Shambling mounds—also known as "shamblers"—embody the tenacity of the wilderness, seeking only to consume and grow. These masses of vegetation rise up to half again as tall as a human and possess thick limbs and a vague head. As they move through bogs and undergrowth, they ensnare creatures that come within reach. Shambling mounds bury those they catch within their own forms as compost. Strange circumstances might give rise to shambling mounds, transforming vegetation into hulks with rudimentary cunning. Such conditions include strikes from magical lightning, nature defending itself, or druidic curses. Roll on or choose a result from the Shambling Mound Cultivation table to inspire a shambling mound's origins and features.

Shambling Mound Cultivation:

1d6The Shambling Mound Is...
1Covered in vibrant alien or Feywild blooms.
2Hauling a rune-etched menhir in its torso.
3Infested with vermin or fungi.
4Made up of knotty vines entangling skeletons.
5Mutated and leaking glowing pollution.
6The remains of an ancient tree or a treant.