Files
5ead/monsters/md/tome_of_beasts_2/crimson-shambler.md

32 lines
2.1 KiB
Markdown
Raw Normal View History

2025-06-07 07:58:30 -05:00
# Crimson Shambler
*Medium* *Plant* *unaligned*
- **Armor Class:** 12 (natural armor)
- **Hit Points:** 32 (5d8+10)
- **Speed:** walk 20 ft.
- **Challenge Rating:** 1/2 (100 XP)
- **Source:** Tome of Beasts 2, page 73
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 12 (+1) | 10 (+0) | 14 (+2) | 1 (-5) | 11 (+0) | 5 (-3) |
- **Skills:**
- **Damage Immunities:** acid, poison
- **Condition Immunities:** blinded, deafened, poisoned
- **Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 10
- **Languages:** —
### Special Abilities
- **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).