Goblin Shambling Mass

Large humanoid (goblinoid), plant, neutral evil


Armor Class
15 (natural armor)
Hit Points
85 (10d10+30)
Speed
20 ft., burrow 10ft

STR DEX CON INT WIS CHA
18 (+4) 11 (0) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

Skills
Stealth +6
Damage Vulnerabilities
fire
Damage Resistances
piercing
Damage Immunities
acid, poison
Condition Immunities
poisoned, exhausted
Senses
darkvision 60 ft., tremorsense 30ft., passive Perception 11
Languages
Common, Goblin
Challenge
5 (1,800 XP)
Proficiency Bonus
+3

Nimble Escape. The goblin shambling mass can take the Disengage or Hide action as a bonus action on each of their turns.

False Appearance. While the shambling mass remains motionless, it is indistinguishable from a large mound of dirt, covered with natural underbrush.

Overgrowth. If the shambling mass didn’t take damage last turn, roll one of its hit die (d10). It heals for half of the number rolled + its Constitution modifier.

Surface Predator. The shambling mass cannot burrow deeper than 10 feet below the ground. While burrowing, there is a layer of disturbed dirt above it that is less than one foot thick. Stepping where the shambling mass has burrowed will cause the dirt to cave in, exposing a 10 foot deep tunnel. While burrowing, the shambling mass is resistant to bludgeoning and slashing damage.

Actions

Multiattack. The shambling mass makes two slam attacks. If both attacks hit the same Medium or smaller target, the target is grappled (escape DC 14), and the shambling mass uses its Engulf on it.

Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8+4) blugeoning damage.

Engulf. The shambling mass engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breath, and it must succeed on a DC 14 Constitution saving throw at the start of the mass’s turns or take 13 (2d8+4) bludgeoning damage. If the mass moves, the engulfed target moves with it. The mass can have only one creature engulfed at a time. If the shambling mass would burrow while it has a target engulfed, the shambling mass must use an action to burrow.

Reactions

Collector of Fine Things. When the goblin shambling mass takes damage from a melee weapon attack, roots lash out and attempt to grab the weapon that struck it. The attacker must make a DC 14 Strength saving throw or have their weapon pulled from their hands, if it can be. The attacker has advantage on the save if they are wielding the weapon with two hands. The attacker may use a bonus action to attempt to retrieve their weapon with a DC 14 Strength check on each of their turns, so long as they are adjacent to the shambling mass.