323
System Reference Document 5.2.1
Actions
Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 
5 (1d6 + 2) Necrotic damage, and the target’s Strength 
score decreases by 1d4. The target dies if this reduces 
that score to 0. If a Humanoid is slain by this attack, a 
Shadow rises from the corpse 1d4 hours later.
Bonus Actions
Shadow Stealth. While in Dim Light or Darkness, the 
shadow takes the Hide action.
Shambling Mound
Shambling Mound
Large Plant, Unaligned
AC 15   Initiative −1 (9)
HP 110 (13d10 + 39)
Speed 30 ft., Swim 20 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 8 −1 −1 Con 16 +3 +3
Int 5 −3 −3 WIS 10 +0 +0 Cha 5 −3 −3
Skills Stealth +3
Resistances Cold, Fire
Immunities Lightning; Deafened, Exhaustion
Senses Blindsight 60 ft.; Passive Perception 10
Languages None
CR 5 (XP 1,800; PB +3)
Traits
Lightning Absorption. Whenever the shambling mound 
is subjected to Lightning damage, it regains a number of 
Hit Points equal to the Lightning damage dealt.
Actions
Multiattack. The shambling mound makes three 
Charged Tendril attacks. It can replace one attack with 
a use of Engulf.
Charged Tendril. Melee Attack Roll: +7 , reach 10 ft. 
Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) 
Lightning damage. If the target is a Medium or smaller 
creature, the shambling mound pulls the target 5 feet 
straight toward itself.
Engulf. Strength Saving Throw: DC 15, one Medium 
or smaller creature within 5 feet. Failure: The target is 
pulled into the shambling mound’s space and has the 
Grappled condition (escape DC 14). Until the grapple 
ends, the target has the Blinded and Restrained con-
ditions, and it takes 10 (3d6) Lightning damage at the 
start of each of its turns. When the shambling mound 
moves, the Grappled target moves with it, costing it no 
extra movement. The shambling mound can have only 
one creature Grappled by this action at a time.
Shield Guardian
Shield Guardian
Large Construct, Unaligned
AC 17   Initiative −1 (9)
HP 142 (15d10 + 60)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 8 −1 −1 Con 18 +4 +4
Int 7 −2 −2 WIS 10 +0 +0 Cha 3 −4 −4
Immunities Poison; Charmed, Exhaustion, Frightened, 
Paralyzed, Petrified, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft.; 
Passive Perception 10
Languages Understands commands given in any language 
but can’t speak
CR 7 (XP 2,900; PB +3)
Traits
Bound. The guardian is magically bound to an amulet. 
While the guardian and its amulet are on the same 
plane of existence, the amulet’s wearer can telepathi-
cally call the guardian to travel to it, and the guardian 
knows the distance and direction to the amulet. If the 
guardian is within 60 feet of the amulet’s wearer, half of 
any damage the wearer takes (round up) is transferred 
to the guardian.
Regeneration. The guardian regains 10 Hit Points at the 
start of each of its turns if it has at least 1 Hit Point.
Spell Storing. A spellcaster who wears the guardian’s 
amulet can cause the guardian to store one spell of 
level 4 or lower. To do so, the wearer must cast the 
spell on the guardian while within 5 feet of it. The 
spell has no effect but is stored within the guardian. 
Any previously stored spell is lost when a new spell is 
stored. The guardian can cast the spell stored with any 
parameters set by the original caster, requiring no spell 
components and using the caster’s spellcasting ability. 
The stored spell is then lost.
Actions
Multiattack. The guardian makes two Fist attacks.
Fist. Melee Attack Roll: +7 , reach 10 ft. Hit: 11 (2d6 
+ 4) Bludgeoning damage plus 7 (2d6) Force damage.
Reactions
Protection. Trigger: An attack roll hits the wearer of the 
guardian’s amulet while the wearer is within 5 feet of 
the guardian. Response: The wearer gains a +5 bonus 
to AC, including against the triggering attack and pos-
sibly causing it to miss, until the start of the guardian’s 
next turn.