Shambling Mound

Level 5 Solo (Plant, Shambling Mound)

Draw Steel: Monsters (Book Two)

Shambling Mound is a level 5 solo (plant, shambling mound) for Draw Steel. It has 400 Stamina and an Encounter Value of 84.

Level
5
Organization
Solo
Encounter Value
84
Size
3
Speed
3
Stamina
400
Stability
5
Free Strike
7
Movement
none
Might
+4
Agility
-1
Reason
+0
Intuition
+1
Presence
+0

Traits

Solo Monster

End Effect: At the end of each of their turns, the shambling mound can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way. Solo Turns: The shambling mound can take two turns each round. They can't take turns consecutively.

Engulfing Sack

The shambling mound has a vegetative sack on their body where they carry engulfed creatures. The sack has 30 Stamina, damage immunity 5, and fire weakness 10. Destroying the sack frees creatures trapped by the shambling mound's Engulf ability. The shambling mound regrows a destroyed sack at the start of their next turn.

Leech

Maneuver. Self. Effect: Each creature engulfed by the shambling mound takes 5 poison damage. The shambling mound gains 5 temporary Stamina for each creature who takes damage this way.

False Appearance

While the shambling mound remains motionless, they are indistinguishable from ordinary vegetation.

Frothing Flora

The area within 6 squares of the shambling mound is difficult terrain.

Actions

Vine Lash

Melee, Strike, Weapon

Main action · Melee 6 · Target: Two creatures or objects

2d10 + 4

11 or lower
11 damage; a<3] grabbed
12 to 16
16 damage; a<4] grabbed
17 or higher
19 damage; grabbed

2 Malice: The shambling mound can slide each target up to 6 squares. 3 Malice: Each target takes 7 poison damage.

Seismic Slam

Area, Weapon

Main action · 6 burst · Target: Each enemy in the area

2d10 + 4

11 or lower
4 damage; m<2] dazed (save ends)
12 to 16
6 damage; m<3] dazed (save ends)
17 or higher
7 damage; m<4] dazed (save ends)

Tether Down

Melee

Triggered action · Melee 6 · Target: The triggering creature

2d10 + 4

11 or lower
7 damage; m<2] restrained (EoT)
12 to 16
12 damage; m<3] restrained (EoT)
17 or higher
15 damage; m<4] restrained (EoT)

Trigger: A creature within distance willingly moves.

Ravenous Overgrowth

Area, Weapon

Villain Action 1 · 10 × 2 line within 1 · Target: Each creature in the area

2d10 + 4

11 or lower
7 damage, pull 3
12 to 16
12 damage; pull 4; the target has poison weakness 3 until the end of the encounter
17 or higher
15 damage; pull 6; the target has poison weakness 5 until the end of the encounter

Malice abilities

Engulf (2 Malice)

The target must be size 1L or smaller. The shambling mound reaches out with writhing vines, and if the target has a<3], they are engulfed into the shambling mound's sack. If the target is grabbed by the shambling mound, the potency increases by 1. An engulfed creature is restrained, takes 3 poison damage at the start of each turn, and can't take damage from abilities used from outside the sack. When the shambling mound moves, the engulfed creature moves with them. If the shambling mound dies or their sack is destroyed, each engulfed creature is freed and appears in an unoccupied space within 2 squares of the shambling mound. 2+ Malice: The shambling mound can engulf one additional target for each 2 Malice spent.

Composting (Villain Action 2 Malice)

The shambling mound uses Engulf against each target without spending Malice.

Exposed Crux (Villain Action 3 Malice)

The shambling mound rips themself apart, exposing the crux of magic holding them together. The distance of the shambling mound's melee abilities increases to melee 10, the creature has a double edge on power rolls, and strikes made against them gain an edge.

Common questions

What level is Shambling Mound in Draw Steel?

Shambling Mound is a level 5 solo in Draw Steel.

What is Shambling Mound's Encounter Value?

Shambling Mound has an Encounter Value (EV) of 84, the number Draw Steel uses to budget encounters.

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