The astral shambler is a creature composed of writhing tendrils of ectoplasm. Nearly mindless, the creature has no custom, nor does it feature as a natural part of ecology anywhere. Instead it roams at random, attacking any creature that gets too close.
The creature walks along multiple limbs consisting of arms, legs, and tendrils.
Endless Consumption. An astral shambler attacks and attempts to absorb each creature it finds, except another astral shambler.
Ectoplasm Nature. An astral shambler doesn’t require air, food, drink, or sleep.
Huge monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 152 (16d12 + 48)
Speed 20 ft.
Saving Throws Con +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, poisoned, restrained, unsettled
Senses blindsight 120 ft., passive Perception 10
Challenge 8 (3,900 XP) Proficiency Bonus +4
Ectoplasm Form. The astral shambler can move through a space as narrow as 1 foot without squeezing.
Tendril. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 18 (4d6 + 4) acid damage and the target is grappled (escape DC 16). The shambler can create a new tendril to attack a different target while it grapples a creature; each tendril can grapple one creature.
Engulf. The shambler engulfs a Large or smaller creature grappled by it. The engulfed creature is restrained and must make a DC 15 Constitution saving throw at the end of each of its turns. It takes 14 (4d6) acid damage on a failed save or half as much on a successful one. A creature reduced to 0 hit points while engulfed dies and its body is completely absorbed by the shambler. If the shambler moves, engulfed targets move with it.