Crimson Shambler

Medium Plant, unaligned (CR 1/2)

Armor Class 12 natural armor

Hit Points 32 (5d8+10)🎲

Speed 20 ft.


STR

12 (+1)

DEX

10 (+0)

CON

14 (+2)

INT

1 (-5)

WIS

11 (+0)

CHR

5 (-3)


Skills

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages

Challenge Rating 1/2

Actions

Slam.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) acid damage.

Slime Glob.

Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 3 (1d6) acid damage and the target must succeed on a DC 12 Constitution saving throw or become infected with the shambler’s spores (see the Spores trait).


sizeMedium

typePlant

group

alignmentunaligned

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception

damage_vulnerabilities

damage_resistances

damage_immunitiesacid, poison

condition_immunitiesblinded, deafened, poisoned

cr0.5

reactions

legendary_desc

legendary_actions

special_abilitiesname: Eerie Resemblance,desc: The crimson shambler resembles a bloody zombie. A creature that can see a crimson shambler must succeed on a DC 14 Intelligence (Nature or Religion) check to discern its true nature.,name: Spores,desc: A creature that touches the shambler or hits it with an attack causes spores to spew out of the shambler in a 10-foot radius. Each creature in that area must succeed on a DC 10 Constitution saving throw or become diseased. Creatures immune to the poisoned condition are immune to this disease. The diseased creature’s lungs fill with the spores, which kill the creature in a number of days equal to 1d10 + the creature’s Constitution score, unless the disease is removed. One hour after infection, the creature becomes poisoned for the rest of the duration. After the creature dies, it rises as a crimson shambler, roaming for 1 week and attempting to infect any other creatures it encounters. At the end of the week, it collapses, its body fertilizing a new patch of crimson slime. A creature that succeeds on the saving throw is immune to the spores of all crimson shamblers and crimson slime for the next 24 hours.

spell_list

page_no73

document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

Find the complete stats on: Open5e

Tome of Beasts 2, page no. 73
Other formats: JSON

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