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|Hit Dice:||8d8+24 (60 hp)|
|Speed:||20 ft. (4 squares), swim 20 ft.|
|Armor Class:||20 (–1 size, +11 natural), touch 9, flat-footed 20|
|Attack:||Slam +11 melee (2d6+5)|
|Full Attack:||2 slams +11 melee (2d6+5)|
|Space/Reach:||10 ft./10 ft.|
|Special Attacks:||Improved grab, constrict 2d6+7|
|Special Qualities:||Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, resistance to fire 10|
|Saves:||Fort +9, Ref +2, Will +4|
|Abilities:||Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9|
|Skills:||Hide +3*, Listen +8, Move Silently +8|
|Feats:||Iron Will, Power Attack, Weapon Focus (slam)|
|Treasure:||1/10th coins; 50% goods; 50% items|
|Advancement:||9–12 HD (Large); 13–24 HD (Huge)|
Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants.
A shambler’s brain and sensory organs are located in its upper body.
A shambler’s body has an 8-foot girth and is about 6 feet tall when the creature stands erect. It weighs about 3,800 pounds.
A shambling mound batters or constricts its opponents with two huge, armlike appendages.
Improved Grab (Ex): To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour.