All based on a weird dream/half awake in the morning, kept thinking about it as I drifted in and out of sleep. Whole idea was a trolly copycat ripoff game, purposely being cheesy with puns and junk.
Runcopywrited Games could be the co. Name. Jokey.
Title “Behold, that’s not a Pack, man.”
A beholder-ish eating pellets vid game. So like pacman.
Front view of face looks like 2 eyes, but conveniently one eye from side.
FEAT: Metamagic Adept, bumps to 14 total sorc points at this level.
Costs 1 sorc point to Twin a spell, could Twin Ray of Frost. It'll do
3d8(+5 b/c cold) on enemy 1
3d8(+5 b/c cold) on enemy 2
== 6d8 +10 if both hit.
IF I WAS A FIRE SORCERER, i'd be using Fire Bolt for 3d10+5 (doubled with sorc point) at this level. OMG.
Well that's better than Chromatic Orb (3d8 only), except you have to do cold dmg (which might matter).
Scorching Ray, a level 2 spell - 2d6 per... monsters, 3 monsters hit. 6d6 if all 3 hit.
These spells are jacked up, a level 2 spell isn't even close to a Cantrip at this level. Obviously they just want you to use cantrips and ignore all the old spells. Boring, and it sounds like house rules should be adding some variety. What, are they thinking "speed up the game by making it so you can cast less vareity"? Boring.
Question, why isn't ice storm a bigger area... 25 ft radius or something to make it different than a cold fireball. I mean the difficult terrain is nice... is it a huge deal? Maybe it is, I dunno.
Fire shield can be Coldshield, so 2d8 fire (or cold then +5) dmg if htey hit you melee.
Reddit has some good discussions. Like, a crit will set up the monster to be reeling and can't use legendary anything for a round, or something. Quote:
I like the idea of modeling it on the troll regenerate ability. Something like:
Strength of Will
This [monster] is immune to the Charmed and Stunned conditions. If the [monster] takes more than 10*Con Mod in damage in a single attack or suffers a critical hit, it is sent reeling and this trait doesnt function until the start of its next turn.
Juggernaut
If an effect stops the [monster] from using an action, reaction, or moving its full movement, it can choose to end that effect. If it is disoriented by suffering the Poisoned or Blinded condition, this trait doesnt function until the start of its next turn.
and
REGARDING MAGES BEING BORED VS. LEGEND.RESISTS - In my experience, LR forces high level caster's to flat out bypass saving throws entirely.
Spells like animate objects, wall of force, forcecage, maze, and the like simply bypass any need to engage with the saving throw mechanic and can outright neuter encounters.
Why cast a spell that has the enemy can simply negate when you can cast a spell that negates the enemy.
Image of the Resistance Spell. Legendary versions, consider the monster... if he's not a mage, then, some physical item or action.
ME:
Heck, looking at the art for the Resistance Spell, makes me think non-mage type monsters need MAGIC ARMOR that breaks off in pieces as their legendary resistances are used up. If you are sticking to legend.resists ... and maybe even if you change it up, some way to target that armor. Heat metal uses up a legend.resist automatically?
SlyFlourish:
Boss monsters can be changed up instead of only doing vanilla "legendary resistances". Tell the players first, so they can have fun strategizing against it. Surprises can be fun, but surprise mechanics hidden from players is not fun, I agree wholeheartedly. A chess match where the rules are changing (by someone else) is no fun, it's just random.
Change out Legendary Resist Options include:
1. Auto save rolls till bloodied (AKA 50% health).
Then after that they have to roll to save like normal, so super spells might nuke 'em.
Instead of randomly pulling out legend.resist to cancel rolls all the way from beginning to end (you NEVER get to use your nuke spell)... try this.
2. Doom pts. Use for other things. Can be a "temp cheat the rules" option. Tell players first.
Example, his black dragon and 2 giants. Dragon was real boss, could suck HP from giants in place of legendary action. (Let players know what is happening, visually or just tell 'em).
Maybe I would put shackles on the giants, no chain though, magically glowing. The dragon could have a RING on finger or a GEM attached to scales, that glows and activates the magic SHACKLES to suck life.
Or a BIG GEM attached to dragon's forehead/heart area, and smaller gems attached in same place on giants.
My UNDEAD DRUID -
He's either going to be connected to the GEM in the Gulthias tree or
Maybe he could have some of those mini GEMS in minions humans, if I want him to seem more cruel.
Example, can "bust through" resistances of the Party. Maybe immunities become 50% dmg taken for one round, and resists take 100% dmg. TELL the party beforehand, so they can plan.
Example, ...
3. Tokens or checkboxes on table.
Show how many (2 outta 3 used) legend.resists are left.
4. Glyphs in air. Or magic floating shields. Etc.
Example, like Flee Mortals' book, have some physical item that shows their legendary resists are there in the world and being used up.
Ex: Glyphs that disappear.
Floating shields that break apart when used.
Columns on ground that glow, and party can target one of those with melee if want.
Minions that jump in front and take the hit and die.
Just like a Pearl of Power, but you cast your spell into it the day b4, so i guess slightly less versatile.
Driftglobe (a cracked one wont hover i guess and only Light)
Hovers w/ cmd word.
Light or Daylight spell (cmd word), but doesnt hurt vamps.
Can be grabbed though!
Clockwork Charm/Amulet (just RENAME... we called it a Spell-Charm). Auto roll 10.
Can have way more than one. They are Common after all.
Wizard hat / Some Sorc version
DC 10 int (arcana) check, to cast a Cantrip you don't know. Once a day.
Attunement. ~
Casting focus.
Dark shard amulet http://dnd5e.wikidot.com/wondrous-items:dark-shard-amulet
can use as casting focus
Attunement~ not sure it's worth attunement.
You can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Effect: Creates one immovable invisible eye
This spell is a common one used by Dragons to keep an eye on their lairs and their hordes when
they are away. The spell is considered very rare as few outside of Dragons know of the existence of the
spell but for Dracologists familiar with the magic and unique spells of Dragons the spell is considered a
common spell. The spell has been known among Dracologistis for many years and was first discovered
by Prince Johan von Drachenfels in AC 933
The spell creates an invisible magical eye that hovers in the air, at the caster’s desired height, for the
duration of the spell. The eye has normal vision and infravision out to 30’. The caster by concentrating
can look through the eye and see all the eye can see and direct the eye to rotate 360” in any direction
side to side or up or down.
---BLINK... trying to figure out this weird spell still, below
I never got to use it much in 3.5 if ever. Now I think I get how it works for 5e. 50% chance you are safe from all damage each round, after all this is a level 3 spell slot, big commitment. And when fights last 2 or 3 rounds, you can't just waste stuff (gotta use metamagic to cast 2 spells to use this if you are caught off guard).
It (potentially/usually unless you cancel it) lasts the full 1 minute (10 rounds right?). NO concentration.
Sounds to me like as long as in 5e you keep rolling an 11 or better each round, you return to material plane for a moment (only 10 ft from start grid spot, ur choice), can do something else (attack spell), then you go back to the ethereal plane. If you roll a 10 or lower, that round you can be attacked, maybe next round you cannot be attacked b/c u roll 11 or higher tho, repeat for 10 rounds total.
Yes, that is how it works, I'm convinced. The weakness in 5e is that you are stuck only 10' from where you started the round before. But hang on, you can still move and cast/attack during your round, before you blink again. So you aren't stuck super bad actually, yeah, nice... I would use this in a boss fight. Shoulda cast it right b4 the black dragon, now that I understand how this sucker works.
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane).
At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space (((AKA, return to Material plane if that is where you started))) of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.
OK this is me emphasizing how to read this.
At the end of EACH your turns, u roll d20, maybe you go ethereal. Assume u roll an 11, you go to the Eth plane.
At the START of your NEXT TURN, (skip the "when spell ends" ... I'm reading that as, you got stuck in ethereal plane b/c u went into a solid object so deep you couldn't get shunted out) you return to an unoccupied space in material plane 10 ft from original.
Back to... end of each of your turns, roll d20, maybe you go ethereal again.
So this would make it behave like a blink dog, and relatively similar to how the forgotten realms wiki explains it. And it would be SOMEWHAT useful. And you'd be blinking in and out of existence, which is the whole point.
FLIPSIDE: Look at the flipside, if the creaturecollege thing were right (it cannot be).
You would only get to be ethereal for one round only. So u cast it, 50/50 if you are ethereal... if u are great, you can do nothing but maybe avoid one round of an attack. Then you land right back where you were, spell ends, with no benefit except hoping your party killed the BBE guy. This makes no sense to me, totally useless. I really think they misread it b/c of the way it is strangely worded about the spell "fails" if you are in the ethereal plane. Thing is, you are never going to be in the ethereal plane unless you incorrectly cast this spell while hanging out in the ethereal plane, right?
CREATURECOLLEGE, I am sure they misread the spell in 5e, which is easy to do.
When you roll 11 or higher on d20, they can't mess with you that turn, but you did your thing as you wanted. Basically invuln.
It keeps going, on and off, off an on, randomly 50/50, till a minute is up.
Apparently... it only works once(?!?!). And then you teleport 10 ft back into your original space. OK, I'm not getting this spell once again. You have to roll an 11 continually... and you can't do anything except hide... well you could do dmg with a concentration spell,
Concentration spells dont fade at least:
Flaming Sphere
xxxxx
Moonbeam woulda been nice, but only Druid has
Phantasmal Force (level 2) only does 1d6 dmg.
Wall spells, like wall of stone/fire ... etc.
That's it?! So it's only good against a boss... if you don't want to attack. WTH? What kinda boss am I fighting against were it makes sense for the DPS mage to leave the boss fight? Some 100% anti magic super-golem or something?
https://forgottenrealms.fandom.com/wiki/Blink
That dude was wrong on creaturecollege... reread the description (it is confusing) but then read this on forgottenrealms.
EFFECT
This made the caster harder to attack, since there was a chance an attack or spell would miss due to the caster not being on the Prime Material Plane at the time.[6]
The caster could attempt to move through solid objects on the Prime Material Plane while blinked onto the Ethereal Plane, however, if the caster materialized in the same location as a solid object, he or she became "shunted" to the nearest available empty space, and this caused damage.[6]
The later post-Sundering version (((I will read this as basically the 5e version, eh?))) of the spell worked much in the same way but it allowed movement of only 10 feet. The caster could see and hear into the prime to a distance of only 60 feet but in shades of gray. While on the ethereal plane, the caster could not interact with creatures on the prime, only with those that connected to the ethereal plane. If no unoccupied space was found within 10 feet when the caster had to return, they would be randomly be placed in the nearest unoccupied area.[12]
AD&D 1st edition (1e) is:
Duration: 1 round/level
This spell is a weak and rather unreliable form of one of the true
mage’s most powerful capabilities: teleportation magic. For the
duration of the spell, the magic user teleports 2 ft in a random
direction once per round. The segment in which the magic user
disappears and reappears is determined on 2d4, while the compass
direction is rolled on a d8. If the direction roll would result in the
caster being teleported into a solid object, the caster will blink a
second time, for a distance of no more than 10 ft. If this second blink
also results in the caster occupying a solid object, the spell will
end, marooning the caster in the æthereal plane of existence. During
and after the segment in which the teleportation occurs, the magic
user’s sudden change of location prevents any direct attacks upon him
or her. The caster may only be attacked directly if the attack is made
before the blink takes place. If the caster teleports both from and
into an area which is affected by an area of effect spell, he will
suffer its effects. The constant changes of location take a toll upon
the caster, who has a 25% chance of failing at attempts to cast spells,
use most magic items, or take any action beyond making physical attacks.
Via Kellri's spell reference for 1e AD&D... slightly diff:
Blink (Alteration)
Range: Caster Components: V, S
Duration: 1 round/ level Casting Time: 1 seg
Area of Effect: Caster Saving Throw: None
Explanation/Description:
By means of this spell, the
magic-user causes his or her material form to "blink" out
and back to this plane once again in random period
and direction during the duration of each minute the
spell is in effect. (Cf. Monster Manual, Blink Dog.) The
segment of the round that the spell caster "blinks out" is
determined by random roll with 2d4, and during this
same segment he or she will appear again 2' distant
from his or her previous position.
(Direction is determined by roll of d8: 1 = right ahead,
2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6
= left, 7 = left ahead, 8 = ahead.) If some object is
already occupying the space where the spell caster is
indicated as "blinking" into, his or her form is displaced
in a direction away from original (round starting)
position for any distance necessary to appear in empty
space, but never in excess of an additional 10'. If that
extra distance still dictates the magic-user and another
solid object are to occupy the same space, the spell
caster is then trapped on the ethereal plane. During
and after the blink segment of a round, the spell caster
can be attacked only by opponents able to strike both
locations at once, e.g. a breath weapon, fireball, and
similar wide area attack forms.
Those not so able can only strike the magic-user if
they managed to attack prior to the "blink" segment.
The spell caster is only 75% likely to be able to perform
any acts other than physical attack with a hand-held
stabbing or striking weapon during the course of this
spell. That is, use of any spell, device, or item might not
be accomplished or accomplished in an incorrect
manner or in the wrong direction. Your referee will
determine success/failure and the results thereof
according to the particular action being performed.
The higher lvl campaign w kid as dm. He did a great job researching and running the black dragon. Near a lair… made a great custom map - swampy, had some ruins, had some watery spots. 3 lizardmen his minions, took em out. "Rylek will have our revenge" or similar.
Suspect dragon! Cast cleric cantrip on all for better resist roll (extra 1d4).
Inch closer, bam dragon jumped out of water. Rollinit.
Char.s r level 12. Vs adult black dragon, cr14 using 2014 5e book, no spells from dragon.
Barb was hi init, then ranger , dragon in middle then sorc then cleric.
Barb runs in gets two solid hits. Dragon wing att then moves out w legendary before ranger can melee. Dragon stays away from barb from here, airborne mostly.
Positions, breath! Ranger and cleric both take 61 dmg, ouch! Ranger hp is 100 max, below half already.
Throughout, sorc using many sorc pts and quickened spells to do dmg… fb and lightning bolt upcast. Later cone cold n fireball. Saving level 6 spot for after legend.resists are gone, we hope.
Cleric channel divinity heals ranger n self (still down -26ish HP each), then later sunbeam for dmg.
Barb n ranger using bows. Forgot to roll for hunters mark dmg oops. Wouldn’t have mattered much.
Dragon does fear, all but cleric fail.
We get it below 40%, it’s gonna leave but has one more breath attack… hates my dragonborn sorc. Bam, breath on him and cleric. 61 dmg again to both, cleric down to -87 health, his max is 123, ow.
Dragon rolls out double time, figure is halfway off edge of map. Kid counted to be sure, almost called it “game”. Wait!, the sorc wants blood, chain lightning 10d8, points to reroll, big dmg, fireball big enough.. now cleric goes,… sunbeam 6d8 or flamestrike 8d6?!?!?!?!
Let's do Flamestrike, rolls super high, dragon legendary resist again..,,,, he was down to 16 health, cleric's sunbeam does like 18 or 19 after save… boooyah!!!! Dead dragon!
Was very epic nailbiter whole time. Ssuper fun, we loved it. Nobody (DM, me the player, the dragon, the characters even) thought we'd take him down first try.
We used this mini, he didn't have a rider of course though.
4e monster roles - these are what he said. Also said doesn't include ELITES, SOLOS OR LEADERS (miniboss/boss types). (but I don't agree these are best options always... b/c where is the dang mage blaster? Mages shouldnt just be controllers as in battlefield block exit):
Artillery - ranged, then run for cover. 5e goblins have hide for bonus action right next to you.
Brute - big, melee (he says hi hp hi dmg and try to protect others, most likely to give life to save others). Some unrelated post says "the tank fallacy" meaning, if you have hi hp, the enemy might just ignore you, so... act like they need hi dmg too. Well if they have hi dmg AND hi hp, why would anyone stick to attacking them I say... then double reason to get away. And dmg is APPARENT to enemy, where as HP is invisible... so looking unhealthy but having hi HP is valid....
Controller - control battle field + aoe listed. Dude said 4e slated mages as this role. I dont like that being the only role, while AOE yeah, but magic high damage makes sense to me. Glass cannon.
Lurker - hit and run from edges i think they say. Yeah, easy to lose track of. Stick and move he says.
Minion - fodder. Aoe nukes 'em, but melee guys dont like. "Controversial in later years he says". I don't follow, it's bad for tanks, yeah, that's their weakness right? Casters just need enough spells to be able to take out the swarming guys... good game design will make it skillful so that there are ways to do it well and ways to suffer (Aoe on friendlies if emergency?? i dunno, when it's separate players and not one guy controlling all this is funky).
Skirmisher - he says less tanky but more mobile than "brute". Says, run past line and attack sorcerer in back. Says similar to lurker but more likely to do melee.
Soldier - good at everything he says. Monster types, these are most versatile, so use all soldiers if u cant decide.
I was wondering why I couldn't pick a +2 Ring of Protection on the DnDBeyond site.
Short answer: AC is WAY WAY lower in 5e than in 3.5e, such that you can't give big AC bonuses or nothing will hit except on a crit.
Benefit is, little mobs can still do dmg, so they aren't 100% throw away (I like this. Has a Dark Souls feel... has a reality feel, too).
Suspicion - did they do this to distance themselves from Pathfinder, which was always a 3.5e rewrite?
Con is, you get less loot. Everything is "attuned, max 3 attuned items". I dunno, I like loot to keep coming through the levels. Starting to feel like once you hit level 10, there are no more decent loot items to get, outside of super duper items, or getting all the same oddball items (every char in every campaign going to have bag of holding, immovable rod, etc. ... boring).
Never get a +3 or +4 or +5 swords. I don't think they make em past +3, and nobody gets past +2.
Continual loot:
Pearls of Power, more is good. Never too many.
Wands, scrolls, potions, never too many.
Gonna have to invent my own.
Energy Bow sure was cool. Gotta use extra abilities more, eh?
I think you've sort of hit the nail on the head there, though - the intent is that the hobgoblin should never be completely unable to hit the PC. The PC should still feel threatened by 20 hobgoblins. But saying "Making this ring of protection +2 or +3 wouldn't be so bad..." and then doing that with a few other things, suddenly the PC has 25 AC, and the hobgoblin can't hit without a crit.
The point of this "flattening" of bonuses to hit and bonuses to AC, keeping difficulty classes/armor classes below 30, is to prevent such things. Wizards doesn't want the level of a monster to be represented so much by the inability to hit it unless you're the same level as it - it's the inability to do enough damage to kill it at all. This lets you stretch things a little bit. You could fight a higher CR monster than your party, with the right strategy, whereas in the past editions you'd be down some magic items and some Base Attack Bonus and it's just too hard to hit consistently. Likewise in older editions large numbers of low CR monsters were no real threat - your AC was just way too high for them. In 5e though it's a little more dangerous.
I always get the monster manuals for every edition of D&D, I just like them a lot. So here is some of the art that hits me the right way from this newest version... D&D's 2024/2025 5.5e Monster Manual. Some of the art is pretty good, though I'll always have a penchant for hand drawn pen and ink or real life paint. But I'll say, this generation of digital artists are particularly good at the horror aspects. Check out some of the more demonic entries below. The Shadow Demon is no longer Venger's sidekick as much as an unholy, creepy, & evil entity from a 1940's era horror movie.
Shadow Demon
I feel some 1980's Elmstreet Freddy poster. Liking it.
Less humanoid. Still Solid.
Horror and Lovecraftian. I feel bad for the kobold.
Glad they didn't mess with the red. Solid.
Horror and Lovecraftian. I like it.
The Otyugh looks more menacing than usual, I like.
The Oni is very creepy and wants your soul. I'll miss the traditional Japanese art version, but this guy is great.
Skeletons
Shambling Mound
Sprites by Artist Annie Stegg
The Nalfeshne is one dangerous looking demon devil thing.
Nothic. Creepier than ever. The original Nothic artist said on Youtube that for the Nothic design (and others?) he had been influenced by his brother's psychedelic art (drawn or a magazine he was looking at or both maybe) in the 1980s.
Nycaloth. I like the shell-like scales on the front of the torso/belly, really good option. Altogether very well done.
Kuo Toa, I like the idea... shows how maniacal they are. Not enough detail if you zoom in though.
Lizard-men, Lizard folk... pretty cool, looks like a different variety which I'm cool with. They look extra magical in this one, which is also cool.
Gritty enough for me. I imagine this scene is on some plane of hell. Look at those horned skulls.
The side faces are great. Main mummy-lord (lady) is pretty decent.
Maybe it happened in 5th edition (wait it was 3e), but definitely in some/many earlier versions the Shambling Mound (Shambler) was based loosely on the Man-Thing/Swamp-Thing comic monsters. I prefer the ones with faces (eyes), like Lukyon from the 1983 cartoon.
October 1983 cartoon, Prison Without Walls. Check his size after Lukyon grew from energy(lightning is the rule?) attacks (lightning vs. energy bow, was it sort of a lightning-energy-bow back then?).
Note Lukyon's face, with the elephantine trunk of a nose. The Basic Game, see below, also had the trunk.
Interesting if true (I bet it's true, can't find source).
Around 1986. One of the adventure modules for the Basic D&D boxed set (also says Expert, so??), AC2 Comat Shield and Mini-adventure. Shambler over on the right. Note the insectoid eyes... I can dig it, though it looks smallish due to the artistic proportions/angles.
Shambling mounds, or “shamblers”, appear as heaps of rotting vegetation. They are actually an intelligent form of vegetable life, roughly humanoid shaped, with a height of six to nine feet and a girth of about six feet at their base (legs to waist) and two feet at their summit (the “head”).
Combat
Shambling mounds are fearless attackers and are perhaps the most deadly form of plant life known. Their huge armlike appendages inflict 2-16 points of crushing damage each time they hit, and an unlucky victim hit by both arms in the same round is entangled in the slimy vines and rotting vegetable matter of the creature. Entangled creatures suffocate in slime in 2d4 rounds unless the shambler is killed or the victim breaks free (on a successful bend bars/lift gates roll).
The shambler's powerful attacks are supported by a combination of defenses that make shambling mounds invulnerable to most normal attacks. The vast amounts of thick vegetation covering the important inner body protect the shambling mound very well, thus its AC of 0. All edged and pointed weapons that strike the shambling mound successfully cause only one-half damage since the blows are greatly weakened as they pass through layer upon layer of cellulose fibers and slime. Since shamblers can collapse themselves at will, crushing weapons inflict no damage at all upon them.
Fire-based attacks are ineffective against the wet and slimy shambling mounds, and cold-based attacks cause only one-half (if saving throw is failed) or no damage (if saving throw succeeds) to the creature, due to their essentially vegetable nature. Lightning actually causes a shambling mound to grow in size if used against it (add one foot in height, 1 Hit Die, and appropriate hit points for each lightning-based attack it is subjected to).
Spells that normally affect plants are effective against shambling mounds. Spells such as plant control and charm plant have proven the most successful so far.
Shambling mounds often lie in shallow bogs waiting for hapless creatures to walk on top of them. The usually surprised beings (-3 penalty to their surprise rolls) are struck and smothered often before they can even call for help.
Shambling mounds are almost totally silent and invisible in their natural surroundings (-3 penalty to opponents' surprise rolls). They are not above creeping slowly into the camps of unsuspecting travelers at night. They are excellent swimmers as well.
Habitat/Society
Shambling mounds 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 (e.g., near famous ruins or abandoned gold mines, etc.).
Ecology
The shambling mound is an animate clump of vegetation with a small brain-like control center located deep within the “chest” cavity. Decapitating a shambling mound, therefore, does not harm it in the least. Since a shambling mound's “limbs” are merely aggregated clumps of vine and moss, the removal of one or more of them does not hamper the creature either. Remaining vines along the torso will join to form a new limb by the next round. Only when enough of the shambling mound has been hacked away will the creature die.
Note that a wounded shambling mound 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.
Since shamblers gain power from electrical attacks, it is suspected that there may exist some shamblers that are vastly larger than the common ones seen thus far. Since will-o-wisps and shamblers often inhabit the same desolate regions of the world, it is possible that shambling mounds of 20 Hit Dice or more lie in the deepest, darkest swamps and jungles.