Shambler
Creature 6 — plant
Pre-Remaster content. May include legacy alignment.
Shamblers are cunning carnivorous plants that resemble heaps of wet, rotting vegetation. Even when standing erect on their stumpy legs, shamblers don't have much in the way of identifiable anatomy; they are tangles of parasitic vines that lash out at prey with their longest creepers, entwined together to deliver powerful blows. Sometimes called "shambling mounds," these ambush predators have a particular fondness for flesh, and are most well known for their ability to hunker down and hide in pla
Source: kingmaker-bestiary (Pre-Remaster)
Perception +12
Skills athletics +16, stealth +12
Str
+6
Dex
+1
Con
+5
Int
-2
Wis
+2
Cha
-1
AC 22
Fort +17
Ref +11
Will +14
HP 120
Immunities electricity
Resistances fire 5
Speed 20 feet, swim 20 feet
Offense
Melee Vine +17, Damage 2d8+8 bludgeoning
Abilities
Mound — When it's not in danger, the shambler spends 1 minute settling into a pile that looks like a lump of loose vegetation. While it is in this form, creatures must actively Seek and succeed at a DC 22 Perception check (DC 28 Perception in forests or swamps) to detect the shambler's true nature.
Electric Surge — Whenever the shambler would take electricity damage or is targeted with an electricity effect, it gains 12 temporary HP and is Quickened until the end of its next turn. It can use its extra action to Stride, Strike, or Swim.
Centipede Swarm Venom (poison) — Saving Throw DC 20 Fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage and Off-Guard (1 round)
Stage 2 1d8 poison damage, Clumsy 1, and off-guard (1 round)
Shamble —
Symbiotic Swarm —
Vine Lash — The shambler makes a vine Strike against each creature within reach. Its multiple attack penalty increases only after all the attacks.
Grab — Grab
Run Shambler in the encounter builder — free, no install.
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