Kryx RPGThemes
Shambling Mound

Shambling Mound

Large plant
Challenge
5

STR
4
DEX
−1
CON
3
INT
−3
WIS
0
CHA
−3

136
16d10+48
17
Soak
2
Fort
+4
Ref
+2
Will
−1
Defense note natural armor
Damage resistances cold, fire
Damage immunities lightning
Condition immunities blinded, deafened, exhausted

Speed 4 m., swim 4 m.
Skills Insight +0 (11), Perception +0 (11), Primal +2 (13), Stealth +1 (12)
Senses blindsight 10 m. (blind beyond this radius)

Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and instead regains an amount of health equal to the lightning damage dealt.

Maneuvers. The shambling mound uses maneuvers (maneuver save Difficulty 15). It has 5 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: bonecrush, debilitating crush, disorient, grapple (Slam only), hammer through, hammering blow, knockback, spring attack

2 stamina dice: tremoring strike

Spellcasting. The shambling mound uses Primal (Wis) to cast spells (spell save Difficulty 11, +2 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 6th-level spellcaster): thorn bola, thorn whip

1 mana: ensnare, locate plants, regrowth

Actions (3)

Slam (2/turn). Melee Weapon Attack: +6 to hit. Hit: 13 (2d8 + 4) bludgeoning damage.

Engulf (1/turn). The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a Difficulty 14 Fortitude saving throw at the start of each of the shambling mound’s turns or take 17 (5d6) bludgeoning damage. If the shambling mound moves, the engulfed target moves with it. The shambling mound can have only one creature engulfed at a time.

Forest, Swampsrd

Maneuvers

As an action, make a melee weapon attack that deals bludgeoning damage to crush the creature’s skeletal structure.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage and ignore an additional Soak for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to cause a tremor to ripple out from the creature. Each creature on the ground other than you within 1 meter of the creature must make a Reflex saving throw.

On a failure, a creature is knocked prone.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can add the stamina die as bludgeoning damage if the creature fails the saving throw for each additional stamina die expended.

  • You can expend 1 additional stamina dice to increase the area to within 2 meters of the creature.

Spells

As an action, you shoot thorny vines at a creature or object within 5 meters. Make a ranged spell attack against the target.

On a hit, it takes 1d6 piercing damage and its speed is reduced by 2 meters until the end of its next turn.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, you create a long, vine-like whip covered in thorns that lashes out at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 piercing damage and is pulled 2 meters toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 9th level (2d6; Large) and 17th level (3d6; Huge).

concentration, 1 minute/mana

As an action, you ensnare a creature that you can touch or see within 10 meters with a writhing mass of thorny vines that wrap around it. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

A creature restrained by the vines, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 or more mana so while restrained by this spell, the creature takes 2d8 bludgeoning damage at the start of each of its turns for each additional mana expended.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

(ritual)

As an action, describe or name a specific kind of plant. You learn the direction and distance to the closest plant of that kind within 10 kilometers, if any are present.

As an action, a creature that you can touch or see within 10 meters regains 1d6 + your spellcasting ability health immediately and again at the end of its next turn. This spell has no effect on constructs or undead.

Augment

You can increase the healing by 2d6 for each additional mana expended.