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D20 RPG Monsters; Fiendish Shambling Mound

Updated on July 11, 2012

Prerolled Monsters for your D20 game!

Short on time? Need to run a game on short notice? I have been in that situation many times over the years. While having a shifting DM is fun it can also be a bit hazardous to the continuum of the game itself.

Lets face it. The older we get it seems the less time we have to spare for gaming and hobbies. Still, we want, no, we need the game because without it we have only the mundane. The everyday, the same old same old. The game, whether your playing D20 RPG's, Lord of the Rings, Legend of the Five Rings, Warhammer 40k RPG or 40k original, is the one thing that lets us forget our troubles for a short time.

For those of us who no longer have the desire to hang out in bars or sit around and BS over some beers with the boys, or those of us who simply do not drink as a past time, gaming is the only time we have to hang out with the guys at all. Gaming may be the only time some of us have to do anything that doesn't have to do with the wife and kids. Not me, don't have that problem thank you very much, but some guys do.

Well since I have this outlet and the time I figured I might do my fellow gamers a service and start publishing some Augmented advanced opponents for their RPG D20 game. If you have any requests let me know and I'll see if I can put together a specific creature you are looking for. For now I will start placing them at random and I will refer to the sections as pages. Page one will have a fully advanced, fiendish Shambling Mound.

As far as tactics go there really is little to be told when it comes to the shambling mound. Generally they like to lay in wait, no one ever knows a mound of rotten vegetation from a dormant Shambling Mound anyway, and they surprise attack the adventurers.

Here is a hint. Half the player's movement speed while walking through the sucking sludge of the swamp and separate them with well placed mounds. The Fighter is going to have a hard time getting to the Wizard in order to save his buns. Lord knows his spells aren't going to help him against these beasties.

Have fun and good luck.

Fiendish Shambling Mound

Fiendish Plant Monster: CR 13; Huge Plant ; HD 24d8+120 (Plant) ; hp 228; Init +3; Spd 20; AC:23 (Flatfooted:23 Touch:7); Atk +25 base melee, +15 base ranged; +26 (2d8+9, 2 Slam); SA: Improved Grab (Ex) , Constrict (Ex) , Smite Good (Su) ; SQ: Racial Traits: Plant, Immunity: Electricity (Ex), Darkvision (Ex): 60 ft., Low-light Vision (Ex), Resistance: Fire (Ex): 10, Immunity: Mind-Affecting Attacks (Ex), Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Polymorph (Ex), Immunity: Stun (Ex), Immunity: Critical hits (Ex), Damage Reduction (Su): 10/Magic, Spell Resistance (Ex): 24 + 5, Resistance: Cold (Ex): 10;

AL N; SV Fort +17, Ref +7, Will +8;

STR 29, DEX 8, CON 21, INT 7, WIS 10, CHA 9.

Skills: Hide +5, Listen +12, Move Silently +12.

Feats: Improved Critical: Slam, Improved Initiative, Improved Natural Armor, Improved Natural Attack: Slam, Iron Will, Lightning Reflexes, Power Attack, Power Critical: Slam, Weapon Focus: Slam.
Description: Shambling mounds, or shamblers, appear to be heaps of rotting vegetation. They are actually intelligent plants, with a roughly humanoid shape and a brainlike control center in the "chest."
The carnivorous shambler is almost totally silent and invisible in its natural surroundings, often catching opponents flat-footed. It may lie partially submerged in a shallow bog, waiting patiently for some creature to walk onto it. Shamblers move easily through water as well, and they have been known to sneak into the camps of unsuspecting travelers at night.
Adventurers tell stories of shamblers moving about during intense electrical storms without so much as flinching from direct lightning strikes.
A shambler's lower half has an 8-foot girth, tapering to about 2 feet at its "head." Combat: A shambling mound batters or constricts its opponents with two huge, armlike appendages.


Special Attacks: Improved Grab (Ex): To use this ability, the shambler must hit an opponent of up to Large size with both arm attacks. If it gets a hold, it can constrict.
Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check against Large or smaller creatures. The shambler can still move but cannot take any attack actions when constricting.


Special Qualities: Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Electricity Immunity (Ex): Shamblers take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a shambler grants it 1d4 points of temporary Constitution. The shambler loses these points at the rate of 1 per hour.


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