There’s actually not much for me to say about the shambling mound. It’s a classic, to say the
least—it dates back to TSR’s The
Strategic Review #3 from 1975, which means it puts almost every other
monster’s pedigree to shame. Shamblers
have been used in any number of creative ways in published adventures—as
animate leaf monsters, kelp piles, refuse heaps, elf slayers, alien vegetation,
etc., etc. Want feats and variant
monsters? Check out Dungeon Denizens Revisited for shamblers
that spit lightning, spew spores, or release centipede swarms at death. Shambling mounds are in that monster
sweet spot where they have been done well and in many ways but without being
done to death.
All I have to add, then, are these simple thoughts: They are
smarter than any clump of vegetation has any right to be. They understand Sylvan. And they crave elf flesh, which is
weird for any plant creature. And
weird means adventure opportunity…
A chance mutation
breeds albino shocker lizards with exceedingly sharp teeth, but that are
vulnerable to electricity. To
compensate, they live in symbiotic relationships with shambling mounds—the
mounds feed on their leavings and protect them from the electrical attacks of their
kin, and the lizards attack any creature that threatens their host.
A centaur druid uses
shambling mound allies to drive “two-legs” out of his forest, bolstering
them with call lightning. But as the mounds get larger they get
more aggressive, hungrier for humanoid flesh, and hooked on the electrical
charge—a very literal and deadly buzz.
After the shamblers wipe out a wild elf encampment the centaur never
intended for them to trouble with, he tries to cut them off…only to have the lightning-emboldened Plant creatures
take him prisoner to continue feeding their addictions.
Elves do not talk
about where they came from…other than to obliquely refer to it as the First
Handsome Home. In actuality, their
world was this world, only unbent. On the verge of losing their nation,
their minds, and their very race itself to the Adversary, a plantlike ancient
evil, elf archmages bent the flat world into a globe in order to contain It. The sprouting of shambling mounds
millennia after this event is the first sign that the Adversary stirs in Its
prison…
Dungeon Denizens
Revisited 58–63 & Pathfinder
Bestiary 246
As mentioned above, Jason Nelson’s chapter on shambling
mounds in DDR has lots more info on
shamblers, including more feats, variant creatures, and their planetary origins
far from Golarion.
Also the Harrow Deck of Many Things (i.e. my way of ruining my campaigns) includes a card that gives a character the ability to interrogate plants (speak with plants spell-like ability?) but then causes the local vegetation to spawn an angry Shambling Mound, which has been my exposure to the druid-golem.
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