Advanced variant shambling mound
N Large plant
Init +0; Senses darkvision 60 ft., low-light vision; Perception +13
AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
hp 90 (12d8+36)
Fort +11, Ref +6, Will +6
Defensive Abilities compressible form; DR 10/slashing; Immune electricity, plant traits; Resist fire 10
Speed 20 ft., swim 20 ft.
Melee 2 slams +15 (2d6+6 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+9), spore discharge
During Combat The fetid spore mound attempts to grab and constrict any targets that come within reach.
Morale The fetid spore mound fights to the death.
Str 22, Dex 10, Con 17, Int 7, Wis 10, Cha 8
Base Atk +9; CMB +16 (+20 grapple); CMD 26
Feats Ability Focus (spore discharge), Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Skills Escape Artist +10 (+20 when squeezing through tight spaces), Perception +13, Stealth +9 (+17 in swamps or forest), Swim +14; Racial Modifiers +10 Escape Artist (+20 when squeezing through tight spaces), +4 Perception, +4 Stealth (+12 in swamps or forest)
Languages Common, Undercommon (cannot speak)
SQ electric fortitude
Compressible Form (Ex)
A fetid spore mound is difficult to harm with piercing and bludgeoning attacks, gaining DR 10/slashing and taking half damage from falls. It also never takes penalties for squeezing into a 5-foot-wide space and gains a +10 racial bonus on Escape Artist checks (+20 when squeezing through tight spaces).
Electric Fortitude (Ex)
A fetid spore mound takes no damage from electricity. Instead, any electricity attack used against it temporarily increases its Constitution score by 1d4 points. The fetid spore mound loses these temporary points at the rate of 1 per hour.
Spore Discharge (Ex)
If struck in combat, a fetid spore mound discharges a cloud of yellow mold spores in a 10-foot radius. Exposure to direct sunlight renders the spore mound’s yellow mold dormant, and it does not discharge. Its spore discharge is suppressed for 1 round if the creature is struck by a fire attack that overcomes its fire resistance.
Yellow mold spores: inhaled; save Fort DC 17; frequency 1/round for 5 rounds; effect 1d3 Con damage; cure 1 save.