Crimson Shambler

Crimson Shambler

Medium plant, unaligned
Armor Class 12 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 20 ft.
12 (+1) 10 (+0) 14 (+2) 1 (-5) 11 (+0) 5 (-3)

Damage Immunities acid, poison
Condition Immunities blinded, deafened, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Challenge 1/2 (100 XP)

Eerie Resemblance. The crimson shambler resembles a bloody zombie. A creature that can see a crimson shambler must succeed on a DC 14 Intelligence (Nature or Religion) check to discern its true nature.

Spores. A creature that touches the shambler or hits it with an attack causes spores to spew out of the shambler in a 10-foot-radius. Each creature in that area must succeed on a DC 12 Constitution saving throw or become diseased. Creatures immune to the poisoned condition are immune to this disease. The diseased creature’s lungs fill with the spores, which kill the creature in a number of days equal to 1d10 + the creature’s Constitution score, unless the disease is removed. One hour after infection, the creature becomes poisoned for the rest of the duration. After the creature dies, it rises as a crimson shambler, roaming for 1 week and attempting to infect any other creatures it encounters. At the end of the week, it collapses, its body fertilizing a new patch of crimson slime. A creature that succeeds on the saving throw is immune to the spores of all crimson shamblers and crimson slime for the next 24 hours.


Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) acid damage.

Slime Glob. Ranged Weapon Attack: +2 to hit, range 30 ft., one target. Hit: 3 (1d6) acid damage and the target must succeed on a DC 12 Constitution saving throw or become infected with the shambler’s spores (see the Spores trait).

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