Corrupted Shambling Mound - AI-generated fantasy Monster

Corrupted Shambling Mound

A shambling mound was once summoned to protect a noble estate from siege. When the courtsperson who commanded it was betrayed and entombed beneath the palace, the creature absorbed the surrounding grief, poison, and forbidden botanical magic. It became a corrupted guardian that mistakes imprisonment for protection.

LargeLarge plant(Plant)CR Challenge Rating 5Typically chaotic evil

Corrupted Shambling Mound

plantbruisercontrollercorruptedguardiancourtly horrorroot-bedunique
HP110AC15SPDSpeed 20 ft., Climb 20 ft.CR5 (1,800 XP)AthleticsPerceptionStealth
STR
18
save
DEX
12
CON
18
save
INT
6
WIS
10
CHA
4
Lightning Absorption. Whenever the mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. Its hit points cannot exceed its maximum through this trait.
Root-Heavy Form. The mound can move through a space as narrow as 1 foot wide without squeezing, though it cannot end its movement there. It has advantage on saving throws against effects that would knock it prone or move it against its will.
Corrupted Root-Bed. The area within 10 feet of the mound and the courtsperson's root-bed is difficult terrain for creatures other than plants. A creature that starts its turn in this area must succeed on a Strength saving throw or have its speed reduced by 10 feet until the start of its next turn.
Engulf. The mound can occupy the space of a Medium or smaller creature it is grappling, and that creature is blinded, restrained, unable to breathe, and takes 13 () bludgeoning damage at the start of each of the mound's turns while engulfed.
Multiattack. The mound makes two Fist attacks. If both attacks hit a Medium or smaller creature, the target is grappled with an escape DC of 15, and the mound uses Engulf on it.
Fist. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 13 () bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 5 feet.
Engulf. The mound attempts to engulf one Medium or smaller creature it is grappling. The target must succeed on a Dexterity saving throw or be engulfed. An engulfed target is blinded, restrained, unable to breathe, and must succeed on a Constitution saving throw at the start of each of the mound's turns or take 13 () bludgeoning damage. If the mound moves, the engulfed target moves with it. An engulfed creature can escape by using an action to make a Strength check, exiting prone in an unoccupied space within 5 feet of the mound on a success. The mound can have only one creature engulfed at a time.
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