Shambling Mound icon: a shambling heap of plants
Icon by Delapouite, CC BY 3.0

Shambling Mound 5e stat block

Large plant, unaligned · CR 5 · 2024 stat block below

Armor Class
15 (natural armor)
Hit Points
136 (16d10+48)
Speed
20 ft., swim 20 ft.
Challenge
5 (1,800 XP)
Proficiency bonus
+3
STRDEXCONINTWISCHA
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
—

Traits

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.

Actions

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.

How many shambling mounds for a fight?

A shambling mound is worth 1,800 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many shambling mounds fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
4th——1
5th112
6th123
7th123
8th234
9th245
10th356
11th469
12th4810
13th5912
14th61012+
15th71212+
16th812+12+
17th1012+12+
18th1112+12+
19th1212+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the shambling mound compares at CR 5

Against the 26 other challenge 5 monsters in the SRD 5.1, the shambling mound has more hit points than 26 of them, which makes it one of the toughest at its CR. See every CR 5 monster.

StatisticShambling MoundCR 5 average
Armor Class1514.5
Hit points136101
Best attack bonus+7+7
Best save DC1414

Shambling Mound 2024 stat block

The 2024 Monster Manual revised the shambling mound, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
15
Hit Points
110 (13d10 + 39)
Speed
30 ft., swim 20 ft.
Challenge
5 (1,800 XP)
STRDEXCONINTWISCHA
18 (+4)8 (-1)16 (+3)5 (-3)10 (+0)5 (-3)
Damage resistances
cold, fire
Damage immunities
lightning
Condition immunities
Deafened, Exhaustion
Senses
blindsight 60 ft., passive Perception 10
Languages
None

Traits

Lightning Absorption. Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.

Actions

Multiattack. The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.

Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the target 5 feet straight toward itself.

Engulf. Strength Saving Throw: DC 15, one Medium or smaller creature within 5 feet. Failure: The target is pulled into the shambling mound’s space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no extra movement. The shambling mound can have only one creature Grappled by this action at a time.

Similar monsters

Browse: all CR 5 monsters · plants · every monster