Shambling Mound PL10

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Shambling Mound[edit]

PL 10; Init +0; Defense 15; Spd 30 ft.; Atk +10 melee (+6S punch, +10 grapple), +5 ranged; SV Dmg +3, Fort +3, Ref +0, Will +0; Str 20, Dex 10, Con 17, Int 7, Wis 10, Cha 9.
Skills: Hide +4, Listen +4, Move Silently +4.
Feats: Amphibious, Immunities (critical hits, exhaustion, poison, energy - electricity), Improved Grapple.
Powers: Absorption (Electricity - Boost Constitution) +10 [Flaw: One Energy Type; Cost: 2pp; Total: 20pp], Blending +10 [Flaw: Only in Dense Foliage; Cost: 1pp; Total: 10pp], Elasticity +5 [Extra: Protection; Cost: 5pp; Total: 25pp], Mental Protection +10 [Cost: 2pp; Total: 20pp], Strike +9 [Flaw: Limited - Grapple Damage Only; Cost: 1pp; Total: 9pp], Super-Strength +1 [Cost: 4pp; Total: 4pp].


These creatures can have varied uses in an MnM campaign. They could be the allies (or minions) of a villain like the Green Man. They could be a lost race of sentient, peaceful plant people, just tyring to live out of the view of humanity.

As you can see they are strong and tough. They can absorb electrical attacks to boost their constitution, they blend into environments of thick foliage, like swamps, jungles and forests, and their non-human minds give them considerable protection against telepathic powers. They can stretch their vegetative bodies, which are also hard to injure, and are excellent grapplers. With the kind of damage they can inflict with their vine-tentacles, getting grabbed by one is bad news. Crushing their opponents is their main battle tactic.