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Crimson Shambler 2014

CR 1/2 plant

Medium plant, unaligned


Armor Class
12 (natural armor)
Hit Points
32 (5d8+10)
Speed
20 ft.

STR12 (+1)
DEX10 (+0)
CON14 (+2)
INT1 (-5)
WIS11 (+0)
CHA5 (-3)

Saving Throws
Skills
Damage Immunities
acid, poison
Condition Immunities
blinded, deafened, poisoned
Senses
blindsight 60 ft., passive Perception 10
Languages
—
Challenge
1/2 (100 XP) · Proficiency Bonus +2

Eerie Resemblance.

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.

Spores.

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.

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).

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details