Unorganized
STATS
Shambler
Large aberration, chaotic evil
—Armor Class 15 (natural armor)
Hit Points 105 (14d10 + 28)
Speed
— 40 ft.
STR DEX CON INT WIS CHA
—18 (+4) 13 (+1) 15 (+2) 6 (-2) 14 (+2) 11 (0)
Saving Throws Con +5, Wis +5
Skills Perception +5
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 15
Languages -
Challenge
—6 (2,300 XP)
Approaching Darkness. When the shamber rolls for initiative,
it can use a reaction to snuff out any form of nonmagical light
within 120 ft. of itself.
Dark Sight. The shambler can see normally in magical and
nonmagical darkness, to a distance of 120 feet.
Actions
Multiattack. The shambler makes three tendril attacks.
Tendrils. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 9 (1d10 +4) bludgeoning damage.
Stentorious Lament. The shambler unleashes a maddening
screech. Each creature within 30 feet that can hear the
shambler must make a DC 14 Wisdom saving throw. On a
failed save a creature takes 9 (2d8) psychic damage and moves
up to half their movement speed in a random direction. On a
successful save the creature only takes half as much damage
and does not move.
Undulating Withdrawal. The shambler expells foul vapors
and retreats. Each creature within 20 feet of the shambler
must make a DC 14 Constitution saving throw. On a failed save
the creature takes 9 (2d8) poison damage and cannot take
reactions until the beginning of its next turn. On a successful
save the creature takes only half as much damage and still can
take reactions.
Legendary Actions
The shambler can take 2 legendary actions, choosing from
the options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn.
The shambler regains spent legendary actions at the start
of its turn.
Move. The shambler moves up to half of its speed.
Tendrils. The shambler makes an attack with its tendrils.
Spawn Tentacles. The shambler spawns one shambler
tentacle in an unoccupied space within 30 feet of itself. The
shambler can have a maximum of three tentacles summoned
at a time.
Large aberration, chaotic evil
—Armor Class 15 (natural armor)
Hit Points 105 (14d10 + 28)
Speed
— 40 ft.
STR DEX CON INT WIS CHA
—18 (+4) 13 (+1) 15 (+2) 6 (-2) 14 (+2) 11 (0)
Saving Throws Con +5, Wis +5
Skills Perception +5
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 15
Languages -
Challenge
—6 (2,300 XP)
Approaching Darkness. When the shamber rolls for initiative,
it can use a reaction to snuff out any form of nonmagical light
within 120 ft. of itself.
Dark Sight. The shambler can see normally in magical and
nonmagical darkness, to a distance of 120 feet.
Actions
Multiattack. The shambler makes three tendril attacks.
Tendrils. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 9 (1d10 +4) bludgeoning damage.
Stentorious Lament. The shambler unleashes a maddening
screech. Each creature within 30 feet that can hear the
shambler must make a DC 14 Wisdom saving throw. On a
failed save a creature takes 9 (2d8) psychic damage and moves
up to half their movement speed in a random direction. On a
successful save the creature only takes half as much damage
and does not move.
Undulating Withdrawal. The shambler expells foul vapors
and retreats. Each creature within 20 feet of the shambler
must make a DC 14 Constitution saving throw. On a failed save
the creature takes 9 (2d8) poison damage and cannot take
reactions until the beginning of its next turn. On a successful
save the creature takes only half as much damage and still can
take reactions.
Legendary Actions
The shambler can take 2 legendary actions, choosing from
the options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn.
The shambler regains spent legendary actions at the start
of its turn.
Move. The shambler moves up to half of its speed.
Tendrils. The shambler makes an attack with its tendrils.
Spawn Tentacles. The shambler spawns one shambler
tentacle in an unoccupied space within 30 feet of itself. The
shambler can have a maximum of three tentacles summoned
at a time.