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 level
Low
Moderate
High
4th
—
—
1
5th
1
1
2
6th
1
2
3
7th
1
2
3
8th
2
3
4
9th
2
4
5
10th
3
5
6
11th
4
6
9
12th
4
8
10
13th
5
9
12
14th
6
10
12+
15th
7
12
12+
16th
8
12+
12+
17th
10
12+
12+
18th
11
12+
12+
19th
12
12+
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.
Statistic
Shambling Mound
CR 5 average
Armor Class
15
14.5
Hit points
136
101
Best attack bonus
+7
+7
Best save DC
14
14
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:
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.