Midden Shambler
| Statistic | Value |
|---|---|
| Size/Type | Huge Construct |
| Hit Dice | 6d8+30 (57 hp) |
| Initiative | -3 |
| Speed | 20 ft. (4 squares) |
| Armor Class | 15 (-2 size, -3 Dex, +10 natural), touch 5, flat-footed 15 |
| Base Attack/Grapple | +4/+21 |
| Attack | Slam +11 melee (1d8+13) |
| Full Attack | Slam +11 melee (1d8+13) |
| Space/Reach | 15 ft./10 ft. |
| Special Attacks | Trample 1d8+13 |
| Special Qualities | Damage reduction 5/―, darkvision 60 ft., low-light vision, scent magic, spell resistance 17, freedom of movement, construct traits |
| Saves | Fort +2, Ref -1, Will +2 |
| Abilities | Str 28, Dex 5, Con ―, Int ―, Wis 10, Cha 1 |
| Skills | ― |
| Feats | ― |
| Environment | Any |
| Organization | Solitary |
| Challenge Rating | 5 |
| Treasure | 50% coins; 50% goods; double items |
| Alignment | Always neutral |
| Advancement | 7–10 HD (Large); 11–18 HD (Huge) |
| Level Adjustment | ― |
Description
A great midden-mound of rotting garbage and debris is moving with a life of its own. Bits of the mound drop away as it advances, but the general mass retains its cohesiveness. It is amorphous in form, having neither limbs nor a head.
These rare creatures are only formed by an unusual combination of circumstances, when selected components of failed magical experiments are disposed in a heap of trash. The lingering magical elements combine with the essence of the surrounding garbage to form an unintended construct.
A midden shambler seeks some essential essence that is missing from their form, usually consisting a potent type of magic. They are able to sense magical power, and are drawn to the strongest concentration in the vicinity. They will merge magical objects into their form with a ravenous hunger, but their crippled nature makes them incapable of repairing their innate flaws.
A midden shambler weighs around 20,000 pounds.
Combat
A midden shambler attacks by battering its foes with its great bulk, and crushing opponents underneath its massive body.
Trample (Ex): Reflex half DC 17. The save DC is Strength-based.
Freedom of Movement (Sp): A midden shambler is unimpeded by hindrances to movement, including grapple checks, as though affected by a freedom of movement spell. This ability is constant and can not be suppressed or dispelled.
Scent Magic (Su): A midden shambler can sense magic as an odor, and can ignore its own scent or the stench of garbage when smelling for magic.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, midden shamblers also gain the following special benefits.
- The save DC of the trample attack is equal to 10 + ½ HD + Strength modifier.
- Spell resistance equal to 11+ creature's HD (maximum 30).
- 8+ HD ― Gain the ability to track magic by scent as the Track feat.
- 12–17 HD ― +2 racial bonus to Wisdom (or Survival) checks to follow magic by scent.
- 15+ HD ― Damage reduction 10/―.
- 18 HD ― +4 racial bonus to Wisdom (or Survival) checks to follow magic by scent.