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margin: auto;
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<title>Crimson Shambler</title>
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<body>
<h1>Crimson Shambler</h1>
<p><em>Medium</em> <em>Plant</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (natural armor)</li>
<li><strong>Hit Points:</strong> 32 (5d8+10)</li>
<li><strong>Speed:</strong> walk 20 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 73</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>1 (-5)</td>
<td>11 (+0)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> acid, poison</li>
<li><strong>Condition Immunities:</strong> blinded, deafened, poisoned</li>
<li><strong>Senses:</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 10</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Eerie Resemblance:</strong> 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.</li>
<li><strong>Spores:</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Slam:</strong> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) acid damage.</li>
<li><strong>Slime Glob:</strong> 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).</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/tome_of_beasts_2/crimson-shambler.md">Markdown Format</a></p>
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