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Carrion Crawler will all old info readded
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<blockquote data-quote="lordxaviar" data-source="post: 5815349" data-attributes="member: 56673"><p><strong>shamblers</strong></p><p></p><p>Shambling Mounds</p><p>(Shamblers) 7 CR: 7; Sz: Large Plant; H: 9’ T 8’ W; W: 3800; Age: ; HD: 8d8+24; Hp: 60; Init: 0; Spd: 20’, Swim 20’; AC: 20; (-1 Size, +11 Natural ), T: 9, FF: 20; BaB: +6; Grap: +15; Atk: +12 Melee (2d6+6 Slam); Full Atk: +12 Melee 2(2d6+6, 2-Slams); Spc/Rch: 10’/10’; SA: Improved grab, Constrict 2d6+7; SQ: Dark-vision 60’, Immune to Electricity, Low light vision, Plant traits, Fire Resistance-10 DR 15/Slashing or +2 = ½ Dam ; Lang: ; AL: N; Sv: F: +9, R: +2, W: +4; Abil: S: 22/+6, D: 10/0, C: 17/+3, I: 7/-2, W: 10/0, Ch: 9/-1 ; Weapro: ; Skills: Hide +3*, Listen +8, Move Silently +8; Feats: Iron Will, Power Attack, Weapon Focus-Slam; Equip: ; Loot: ; Possess: ; Holdings: ; Treas: 1/10th Coins, 50% goods, 50% items; Tactics: A shambling mound batters or constricts its opponents with two huge, arm like appendages. If brought below 30 Hp’s the creature will begin to back away and flatten out, back into the goo that it arose from; to heal.</p><p>; RPGL: ; Descrip: This creature looks like a mass of leaves and vines with a humanoid form. It has a barrel shaped body with ropy arms and stumpy legs. It doesn’t seem to have a head; History: ; Envir: Temperate - Tropical marshes and wet underground; Org: Solitary; Lv Adv: 9-12 HD (Large); 13-+24 HD (Huge) /+6; Exp: ; Increased/Decrease Ability Scores: ;</p><p></p><p>Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, omnivorous plants feeding upon any living material. They are fearless attackers and are perhaps the most deadly form of plant life known. They are found in dismal marshes or certain wet subterranean places.</p><p>A shambler’s brain and sensory organs are located in its upper body. A shamble is almost totally silent and invisible in it natural surroundings, often catching opponents flat footed. It may lie partially submerged in a shallow body of water, waiting patiently for some creature to walk onto it. Shamblers move easily through water as well, and they have been known to sneak into the camps of unsuspecting travelers at night.</p><p>Shambler’s are affected by spells that effect plants (plant control, charm plant, Entangle)</p><p>Habitat/Society: Shamblers are only found in regions of dense rainfall and vegetation. Dismal swamps, marshes and rain forests are their favorite climes. But some wet subterranean places also serve as shambler lairs. They are solitary beasts, only rarely living in the same area as other shamblers – usually only in areas where the food source is constant (near famous ruins or abandoned gold mines etc…)</p><p></p><p>Ecology: The Shambler is an animate clup of vegetation with small brain like control center located deep within the “chest” cavity. Decapitation a shambling mound doesn’t harm it in the least. Since its arms (limbs) are merely aggregated clumbs of vine and moss. The removal of one or more of them doesn’t not hamper the creature either. Remaining vines along the torso will join together to form a new limb by the next round. Only when enough of the main mass has been hacked away will the creature die.</p><p>Note that a wounded Shambler need only retreat to a dense clump of wet foliage to heal. It will rise again in 12 hours fully healed,. It is likely to be very angry as well. As Electricity is in fact nourishment for Shamblers, they will often be seen during intense electrical storms out in the open stretched out as much as possible, in effect hoping for a strike. Thus in area’s with more lightning storms, Shamblers will be larger than norm.</p><p>Improved Grab (Ex): To use this ability, a Shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. </p><p>Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check.</p><p>Damage Reduction (Ex): All edged and pointed weapons that strike a shambler successfully, cause only one half damage as do blunt weapons of +2 or higher. Since shamblers can collapse themselves at will, crushing weapons inflict no damage at all unless magic</p><p>Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack (Shocking grasp or Lightning bolt) used against a shambler temporarily grants it 1d4 points of Constitution (with accompanying Hp gain), and will cause the mound to grow over the next month by 1 HD. The shambler loses these points at the rate of 1/Hr.</p><p>Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area.</p><p></p><p></p><p>1□□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□</p><p> □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□</p></blockquote><p></p>
[QUOTE="lordxaviar, post: 5815349, member: 56673"] [b]shamblers[/b] Shambling Mounds (Shamblers) 7 CR: 7; Sz: Large Plant; H: 9’ T 8’ W; W: 3800; Age: ; HD: 8d8+24; Hp: 60; Init: 0; Spd: 20’, Swim 20’; AC: 20; (-1 Size, +11 Natural ), T: 9, FF: 20; BaB: +6; Grap: +15; Atk: +12 Melee (2d6+6 Slam); Full Atk: +12 Melee 2(2d6+6, 2-Slams); Spc/Rch: 10’/10’; SA: Improved grab, Constrict 2d6+7; SQ: Dark-vision 60’, Immune to Electricity, Low light vision, Plant traits, Fire Resistance-10 DR 15/Slashing or +2 = ½ Dam ; Lang: ; AL: N; Sv: F: +9, R: +2, W: +4; Abil: S: 22/+6, D: 10/0, C: 17/+3, I: 7/-2, W: 10/0, Ch: 9/-1 ; Weapro: ; Skills: Hide +3*, Listen +8, Move Silently +8; Feats: Iron Will, Power Attack, Weapon Focus-Slam; Equip: ; Loot: ; Possess: ; Holdings: ; Treas: 1/10th Coins, 50% goods, 50% items; Tactics: A shambling mound batters or constricts its opponents with two huge, arm like appendages. If brought below 30 Hp’s the creature will begin to back away and flatten out, back into the goo that it arose from; to heal. ; RPGL: ; Descrip: This creature looks like a mass of leaves and vines with a humanoid form. It has a barrel shaped body with ropy arms and stumpy legs. It doesn’t seem to have a head; History: ; Envir: Temperate - Tropical marshes and wet underground; Org: Solitary; Lv Adv: 9-12 HD (Large); 13-+24 HD (Huge) /+6; Exp: ; Increased/Decrease Ability Scores: ; Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, omnivorous plants feeding upon any living material. They are fearless attackers and are perhaps the most deadly form of plant life known. They are found in dismal marshes or certain wet subterranean places. A shambler’s brain and sensory organs are located in its upper body. A shamble is almost totally silent and invisible in it natural surroundings, often catching opponents flat footed. It may lie partially submerged in a shallow body of water, waiting patiently for some creature to walk onto it. Shamblers move easily through water as well, and they have been known to sneak into the camps of unsuspecting travelers at night. Shambler’s are affected by spells that effect plants (plant control, charm plant, Entangle) Habitat/Society: Shamblers are only found in regions of dense rainfall and vegetation. Dismal swamps, marshes and rain forests are their favorite climes. But some wet subterranean places also serve as shambler lairs. They are solitary beasts, only rarely living in the same area as other shamblers – usually only in areas where the food source is constant (near famous ruins or abandoned gold mines etc…) Ecology: The Shambler is an animate clup of vegetation with small brain like control center located deep within the “chest” cavity. Decapitation a shambling mound doesn’t harm it in the least. Since its arms (limbs) are merely aggregated clumbs of vine and moss. The removal of one or more of them doesn’t not hamper the creature either. Remaining vines along the torso will join together to form a new limb by the next round. Only when enough of the main mass has been hacked away will the creature die. Note that a wounded Shambler need only retreat to a dense clump of wet foliage to heal. It will rise again in 12 hours fully healed,. It is likely to be very angry as well. As Electricity is in fact nourishment for Shamblers, they will often be seen during intense electrical storms out in the open stretched out as much as possible, in effect hoping for a strike. Thus in area’s with more lightning storms, Shamblers will be larger than norm. Improved Grab (Ex): To use this ability, a Shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check. Damage Reduction (Ex): All edged and pointed weapons that strike a shambler successfully, cause only one half damage as do blunt weapons of +2 or higher. Since shamblers can collapse themselves at will, crushing weapons inflict no damage at all unless magic Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack (Shocking grasp or Lightning bolt) used against a shambler temporarily grants it 1d4 points of Constitution (with accompanying Hp gain), and will cause the mound to grow over the next month by 1 HD. The shambler loses these points at the rate of 1/Hr. Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area. 1□□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ [/QUOTE]
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