Lisa Notes 4-19-2020 - Into the wilderness of the Temple
Where are they going to go They wanted to go th=o Hillfar to get a
new ade head ,but have solved that problem and so are free. Theuy
weant top go to Hillsfar despite the rhoumers that elvers aren't
premitted.
They continue on to hillsfar as a part of their adventure.
Not staying to the established trails they are out on their own.
They use the availablity of game and foraging to set their path and
stay away from the normal paths.
The next day they want to eat more than just pig. When they
make camp that night they make a good camp and plan to spend then
next day there.
That night they encounter a Shambling 1st watch at about 11:00
Shambling Mouned
Ro and Dan are on watch and they go off 20' into the forest to see
whats up.D
They close on the sound of the monster. It;'s 60' away.
Init: Dan-19, Ro, 17, Lou-15, Ve-14, Shambler 9
HP 144
-21-30
Dan
-24-36 -32 Ro -20-6
Lu -11
Ve
Round 1 - Hunters mark, Rage
Round 2 - The shambler can't get to them at 30'!
Round 3 - Ro kills it!
The next day they get to the Grove
They get in but don't find out much.
Shambling Mound Large plant, unaligned
Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 20 ft., swim 20 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
18 (+4) |
8 (−1) |
16 (+3) |
5 (−3) |
10 (+0) |
5 (−3) |
Skills Stealth +2
Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 60 ft. (blind beyond this
radius), passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Lightning Absorption. Whenever the shambling mound
is subjected to lightning damage, it takes no damage and regains a
number of hit points equal to the lightning damage dealt.
Multiattack. The shambling mound makes two slam
attacks. If both attacks hit a Medium or smaller target, the target
is grappled (escape DC 14), and the shambling mound uses its Engulf
on it.
Slam. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning
damage.
Engulf. The shambling mound engulfs a Medium or
smaller creature grappled by it. The engulfed target is blinded,
restrained, and unable to breathe, and it must succeed on a DC 14
Constitution saving throw at the start of each of the mound's turns
or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the
engulfed target moves with it. The mound can have only one creature
engulfed at a time.