Rotshambler
We calculate the final price from your selected file. You review and accept it before payment.
Saved on this device.
Rotshambler - a D&D mega sloth
- Rating
- 0 / 5
- Likes
- 6
- Downloads
- 26
- Makes
- 0
- Views
- 72
- Reviews
- 0
Updated at source:
Model information
- Source
- Printables
- Category
- Characters & Monsters
- License
- Creative Commons — Public Domain
Lore & Background
Deep within ancient forests where decay and life intertwine, the Rotshambler roams as a living embodiment of fungal dominance. Born from the union of corrupted primal spirits and invasive mycelial colonies, these hulking creatures were once guardians of nature—massive sloth-like beasts tasked with maintaining balance. When blight spread through their sacred groves, spores infiltrated their bodies, transforming them into fungal titans.
Rotshamblers are neither mindless nor malevolent; they act on instinct to propagate their fungal symbiotes. They wander through moss-choked ravines and misty glens, spreading spores that accelerate decomposition and recycle life into fertile rot. Druids debate whether these beings are a curse or a necessary evolution—some even worship them as avatars of renewal.
Behavior:
Moves slowly but with crushing strength.
Avoids fire and radiant light, which threaten its fungal core.
Drawn to battlefields and graveyards, where corpses feed its spores.
Legends:
Ancient texts call them “The Blooming Hunger.”
Fey courts whisper that Rotshamblers were once gentle giants, now enslaved by parasitic fungi.
Shadow druids sometimes summon them as siege beasts during wars.
Rotshambler Stat Block
Rotshambler
Huge Monstrosity (Plant-Touched), Unaligned
Armor Class 15 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 30 ft., climb 30 ft.STR 22 (+6) DEX 10 (+0) CON 20 (+5) INT 5 (−3) WIS 14 (+2) CHA 8 (−1)
Saving Throws Con +9, Wis +6
Skills Perception +6, Stealth +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 16
Languages understands Druidic but cannot speak
Challenge 8 (3,900 XP) Proficiency Bonus +3Traits
Regenerative Mycelium. The Rotshambler regains 10 hit points at the start of its turn if it has at least 1 hit point. This trait doesn’t function if it took fire or radiant damage since its last turn.
Spore Aura. Any creature that starts its turn within 10 feet of the Rotshambler must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn.
Actions
Multiattack. The Rotshambler makes two Claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 6) slashing damage.
Blooming Miasma (Recharge 5–6). The Rotshambler releases a cloud of spores in a 20-foot radius. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 27 (6d8) poison damage and is slowed (speed halved) for 1 minute. On a success, it takes half damage and isn’t slowed.
Reactions
Rooted Defense. When hit by a melee attack, the Rotshambler can brace itself, reducing damage by 10 and becoming immobile until the start of its next turn.
Lair Actions & Regional Effects (Optional)
Lair Action: On initiative count 20 (losing ties), the Rotshambler causes fungal growth to erupt in a 30-ft radius, creating difficult terrain until the next round.
Regional Effect: Within 1 mile of its lair, mushrooms grow overnight, and corpses sprout fungal blooms within hours.
Adventure Hooks
The Blooming War: A druidic sect summons Rotshamblers to defend their grove, but the fungal titans begin spreading uncontrollably.
Graveyard Hunger: Villagers report graves being torn open—bodies vanish, leaving only mushroom-choked pits.
Fey Bargain: A Fey noble offers the party a Rotshambler’s heart as a cure for a wasting disease, but harvesting it means slaying the beast in its mist-shrouded lair.