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Shambler

Creature 6 — plant

Pre-Remaster content. May include legacy alignment.

AnvilSnareLANDAQUATICplant

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; darkvision
Languages common, elven, fey; (can't speak any language)
Skills athletics +16, stealth +12 (+18 in forests or swamps)
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 (reach-10) +17, Damage 2d8+8 bludgeoning plus Grab

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

WORKS WELL WITH

CrasherLAND / AQUATICAnvil grabs and locks targets, setting up the Crasher for high-damage follow-through on immobilized prey.
FlankerLAND / AQUATICAnvil threatens all creatures in reach simultaneously, diverting attention while the Flanker positions for off-guard strikes.
WeaverLAND / AQUATICAnvil controls a wide melee footprint with multi-target reach, giving the Weaver a stable front to shape the battlefield around.
MenderLAND / AQUATICAnvil absorbs heavy fire and regenerates via electric surge, but Mender sustain bridges gaps between surges.

PUNISHES

✖ clumping✖ electricity reliance✖ low Fort
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Kingmaker.

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