Shambling Mound

large Plant

Armor Class 15 (natural armor)

Hit Points 110

Speed swim +20, walk +20

Challenge 5

STR
18
+4
DEX
8
-1
CON
16
+3
INT
4
-3
WIS
10
+0
CHA
4
-3

Saving Throws cha -3, con +3, dex -1, int -3, str +4, wis +0

Damage Resistances cold,fire,Plant Resilience

Damage Immunities lightning,blinded,deafened

Senses keensense 60 ft. (can't sense beyond this radius)

Languages -

Special Abilities

Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains HP equal to the lightning damage dealt.

Plant Resilience. The shambling mound is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions.

Rotting Vegetation. The shambling mound emits the smell of rotting vegetation. A creature that starts its turn within 10 feet of the shambling mound must succeed on a DC 14 CON save or be poisoned until the start of its next turn.

Actions

Multiattack. The shambling mound makes two Slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14).

Slam. _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 7 (2d6) poison damage.

Bonus Actions

Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. In addition to being grappled, the engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 CON save at the start of each of the mound's turns or take 4 (1d8) bludgeoning damage and 3 (1d6) poison damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

Source: Black Flag SRD · OGL/Open