Being the only true[n1][n2] shambling mounds in the Baldur's Gate series, these true neutral hostile plants of neither sex may be encountered at only a few places in Baldur's Gate: Siege of Dragonspear.
- Main article: Shambling mounds
Locations[]
- – Legacy of Bhaal[5] –
- Underground River: three of them at two places in the southwestern area; two further ones will come to aid Ferrusk in the Corrupted Grove in the southeast[6][7]
- – Core rules and higher[8] –
- Dead Man's Pass: two of them northeast of the Cave
- Bloodbark Grove: one in the far northeast
- – Lower than core rules[8] –
- Dead Man's Pass: one of them northeast of the Cave
Gameplay[]
- Shambling mounds move faster than the party, with a factor of 10 opposed to 9.[1]
- They attack twice per round from an extended melee range of 2 ft and at a speed of 0 with a THAC0 of 10, while dealing 2d8+8 crushing damage, strength modifiers included. This attack counts as being made by a magical weapon with an enchantment of 3; thus, it can hurt party members and e.g. summoned creatures that are immune to normal weapons and to those with an enchantment of only 2 or below.[3]
- Unless it has freedom of action, a successful hit will entangle the target for a duration of 3 rounds, immobilizing it and worsening its armor class by 2; this cannot be dispelled.[3]
- Unlike other shamblers, these can be hurt with magical and normal weapons, regardless enchantment.
- They still have quite a number of immunities and resistances:
- they cannot be damaged with crushing weapons and will absorb 50% of all other physical damage
- they are more than a 100% resistant to electrical damage and will even be healed by it
- they are 100% resistant to fire and 50% to cold damage
- they are immune[4][2] to{{columns|2|
- Their effective armor class is 0, while having at least 80 [verification needed] hit points, of which they regenerate 2 per round.[3] Saving throws resemble that of a fighter by the same level, namely eight: 10, 12, 11, 12, 13.
- The creatures' morale is rather high, 18, and won't fail.[2]
- Unlike, again, other shamblers in the Enhanced Editions, these are not able to detect illusions.
Notes[]
- According to the Monstrous Manual, a sourcebook for Advanced Dungeons & Dragons, the ruleset which the Baldur's Gate series is based on, shambling mounds are plants. However, this creature type was only introduced to the games by a later update for the Enhanced Editions, and previously existing creature files were not adjusted.
- The race "shambling mound" also was introduced in an Enhanced Editions' update only; previously existing creature files were not adjusted and remain being classified as elementals from the earth plane.
External links[]
- Shambling mound on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.