Shambling Mound (CR 6)

Large Plant
Alignment: Always neutral
Initiative: +0; Senses: darkvision 60 ft. and Listen +8


AC: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Hit Dice: 8d8+24 (60 hp)
Fort +9, Ref +2, Will +4
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +15
Attack: Slam +11 melee
Full Attack: 2 slams +11 melee
Damage: Slam 2d6+7
Special Attacks: Improved grab, constrict 2d6+7
Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Special Qualities: electricity immunity, Plant, fire resistance 10
Feats: Iron Will; Power Attack; Weapon Focus (slam)
Skills: Hide +3*, Listen +8, and Move Silently +8
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Climate/Terrain: Temperate marsh
Organization: Solitary
Treasure/Possessions: 1/10th coins; 50% goods; 50% items

Source: Monster Manual

Shambling mounds, or shamblers, appear to be heaps of rotting vegetation. They are actually intelligent plants, with a roughly humanoid shape and a brain-like 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, arm-like appendages.

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.

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.

Skills: Shamblers receive a +4 racial bonus to Hide, Listen, and Move Silently checks. They receive a +12 bonus to Hide checks when in a swampy or forested area.