ShamblerCreature 6
Source Pathfinder Bestiary
Perception +12 (darkvision)
Languages Common, Elven, Sylvan, (can't Speak Any Language)
Skills Athletics +16, Stealth +12
Str +6, Dex +1, Con +5, Int -2, Wis +2, Cha -1
AC 22; Fort +17; Reflex +11; Will +14;
HP 120
Speed 20 feet (swim 20 feet)
Immunities electricity
Resistances Fire 5
Vine +17 (+12, +7) to hit (reach 10) 2d8+8 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
MoundWhen it's not in danger, the shambler spends 1 minute settling into a pile that looks like a lump of loose vegetation. While it is in this form, creatures must actively Seek and succeed at a DC 22 perception check (DC 28 perception in forests or swamps) to detect the shambler's true nature.
Electric SurgeWhenever the shambler would take electricity damage or is targeted with an electricity effect, it gains 12 temporary HP and is Quickened until the end of its next turn. It can use its extra action to Stride, Strike, or Swim.
ShambleShambleRequirements The shambler is in mound form
Trigger A creature unaware of the shambler's true nature comes within 10 feet.
Effect The shambler makes a vine Strike against the creature. Then roll initiative.
Vine LashThe shambler makes a vine Strike against each creature within reach. Its multiple attack penalty increases only after all the attacks.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Shamblers are cunning carnivorous plants that resemble heaps of wet, rotting vegetation. Even when standing erect on their stumpy legs, shamblers don't have much in the way of identifiable anatomy; they are tangles of parasitic vines that lash out at prey with their longest creepers, entwined together to deliver powerful blows. Sometimes called "shambling mounds," these ambush predators have a particular fondness for flesh, and are most well known for their ability to hunker down and hide in plain sight. A shambler can draw nutrients from plant matter or soil, but won't do so if it suspects meat might soon wander near, and indeed may lie in wait for days in anticipation of such a meal.
Shamblers are usually solitary creatures. Fierce thunderstorms are among the few events that bring numerous shamblers together. During such gatherings, the plants gather around strange but seemingly sacred earthen mounds in remote jungles and swamps and cavort and caper excitedly, stretching their tendrils toward the sky to hope for-or perhaps to summon-intense lightning strikes. Not only are these strange plants unharmed by even the most powerful electrical strikes, but they seem to become supernaturally empowered by such bursts of raw energy. Shamblers consider being struck by lightning a sign of divine favor, and those shamblers frequently blasted by bolts of electricity become respected elders among their kind. Shambler elders are few and far between and may possess a wide array of abilities; some can cast primal spells, others can empathically call upon the aid of other shamblers in the area, and still others wield awesome powers over electricity.
Other types of shamblers exist, including those composed not of plant matter but fungal growth. These creatures, known as "spore mounds," discharge clouds of toxic spores from their bodies when struck in combat. In semiarid deserts, shambler-like plants called tanglethorns dwell amid sagebrush and rock formations; they resemble bunches of tumbleweeds and cacti and inflict deep, bloody lacerations with their attacks.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
PlantVegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.