Val	CHA	Cost	Roll	Notes
35	STR	25	16-	Lift 3200 kg; 7d6 HTH Damage [3]
13	DEX	9	12-	OCV:  4/DCV:  4
35	CON	50	16-
17	BODY	14	12-
5	INT	-5	10-	PER Roll 10-
5	EGO	-10	10-	ECV:  2
20	PRE	10	13-	PRE Attack:  4d6
0	COM	-5	9-

22	PD	7		Total:  22 PD (8 rPD)
22	ED	7		Total:  22 ED (8 rED)
3	SPD	7		Phases:  4, 8, 12
14	REC	0
70	END	0
53	STUN	0		Total Characteristic Cost:  109

Movement:	Running:	6"/12"
		Leaping:	0"/0"
		Swimming:	2"/4"

Cost	Powers & Skills
78	Suffocation:  Entangle 4d6, 4 DEF (Stops A Given Sense Group Sight Group), Entangle And 
	Character Both Take Damage (+1/4), Reduced Endurance (0 END; +1/2); Feedback (as Force Wall) (-1), 
	No Range (-1/2), Must Follow Grab (-1/4) plus Energy Blast 4d6, Uncontrolled (+1/2), Reduced 
	Endurance (0 END; +1/2), No Normal Defense ([Standard]: Not needing to breathe; +1), Continuous (+1); 
	No Range (-1/2), Linked (Slimy Body; -1/4)
24	Slimy Body:  Armor (8 PD/8 ED)
70	Immune to Electricity:  Absorption 6d6  (energy, 1/2 to STR, 1/2 to BODY), Delayed Return 
	Rate (points return at the rate of 5 per Year; +2 1/2); Only Versus Electricity (-1) plus 
	Armor (0 PD/36 ED); Only versus Electricity (-1), Only Up To The Amount Rolled By Absorption (-1/2), 
	Linked (Absorption; -1/2)
40	Wet Plant Body:  Energy Damage Reduction, Resistant, 75%; Only Versus Fire (-1/2)
30	Wet Plant Body:  Physical Damage Reduction, Resistant, 50%
10	Wet Plant Body:  Physical Damage Reduction, 25%; Only Versus Blunt, Crushing Weapons (-1/2)
15	Wet Plant Body:  Does Not Bleed
6	Heavy:  Knockback Resistance -3"
23	Plant Body:  Life Support  (Eating: Character does not eat; Expanded Breathing; Immunity: 
	Diseases; Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character 
	does not sleep)
3	Reach:  Stretching 1", Reduced Endurance (0 END; +1/2); Always Direct (-1/4), Limited Body 
	Parts (-1/4), No Velocity Damage (-1/4), No Noncombat Stretching (-1/4)

10	+2 with HTH Combat
8	+4 with Grab

Total Powers & Skill Cost:  317
Total Cost:  426

75+	Disadvantages
20	Physical Limitation:  Instinctive Intelligence (All the Time, Greatly Impairing)
5	Physical Limitation:  Large, up to twice human size (4m, or 2"; -2 DCV, +2 to PER Rolls to 
	perceive) (Infrequently, Slightly Impairing)
5	Physical Limitation:  Reduced Leap, cannot leap (Infrequently, Slightly Impairing)
15	Physical Limitation:  Very Limited Manipulation (Frequently, Greatly Impairing)
15	Psychological Limitation:  Fearless, will attack without hesitation (Common, Strong)
291	Experience Points

Total Disadvantage Points:  426

Ecology: Shambling mounds dwell in thickly over grown swamps or in exceedingly wet and fetid subterranean locals. Mounds will feed on anything organic, including other plants and animals, as well as the living and the dead. Other questions, such as how they breed and how long they live, is unknown. Some believe that shambling mounds are enraged manifestations of the swamps in which they dwell. Others say that are elemental spirits gone wrong.

Personality/Motivations: Typical animal motivations. Shambling mounds are in a constant search for fresh food and are known to attack anything they perceive to be slow moving and an easy target. Once engaged in combat, it is very hard to drive off a shambling mound.

Powers/Tactics: Shambling mounds attack with great blows of their club-like limbs, trying to batter and potential food items senseless. If a victim gets close enough, the mound will try and grab its target, entangling its victim in its slime and muck to suffocate. Due to their slime-coated bodies, shambling mounds are immune to many forms of attack, including fire and cold, and lighting will cause these creatures to grow rapidly.

Appearance: A shambling mound is a tall heap of rotting vegetation. It smells rank and water runs freely from the shambling mound's body. The creature also drips slime and liquid mud as it walks.

Designer's Notes: Shambling mounds are one of the AD&D creatures that really make you wonder how you're supposed to kill it. Weapons don't really harm it. Fire doesn't harm it. Cold does reduced damage. Lightning makes it get bigger... I guess you could disintegrate it... Anyway, a shambling mound actually looks like it could be fairly useful in a supers game (instant swamp monster), a fantasy game, a Shadowrunish game (toxic swamp spirit?), or a pulp horror game (looks like a minion of the Elder Gods to me!). I have no idea how you get rid of it (A lot of big guns?) and I sure don't envy the party of PCs that meets one.

Shambling Mound Hero Designer FIle

Return to Creatures From Role-Playing Games