FMC vs Shambler tactics
dalglir
Member Posts: 10
I'm having a blast blasting through IWDEE as a single mega-campaign with my solo FMT. I noted in TotL that shamblers are highly resistant to just about everything except slashing damage and that strikes me as a major pain point for anyone wanting to solo an FMC through the whole thing...
What would your tactics be for taking a shambler down with solo FMC?
What would your tactics be for taking a shambler down with solo FMC?
1
Comments
First, make sure that you have as many AC boosting items and armor as possible equipped. You will also need access to two spells. They are Entropy Shield (I think that's what it's called) and Mass Cause Wounds. Make sure that you have all spell slots for the particular spell level (not sure which one, it was a while ago) filled with Cause Mass Wounds.
Once you reach the bridge in the northeast corner of the area, cast Entropy Shield. As a F/M/C, you can also cast Stoneskin first for extra protection, then equip your armor. Then, cross the bridge and walk to the center of the room so that you attract all of the Shambling Mounds (this is why you need Entropy Shield). Finally, just keep casting Cause Mass Wounds and you should kill them all. You might not be able to cast this spell, however, if you aren't an evil character. Once again, I don't have a clue about alignment restrictions. As an alternative, you could try using the lesser Cause Wounds spells, but they only affect single targets, so you won't want to rush in and take them all on at once.
Shambling Mounds are immune to crushing and elemental damage, or at least fire damage. I tried using Flamestrike, but they were immune. They are vulnerable to magic damage, however, which is the type of damage Cause Wounds spells cause. With Mass Cause Wounds, I was hitting each of them for 32 to 35 points of damage per casting.
Once again, hope this helps. If you find something that is resistant, or even immune to your usual tactics, don't give up, try something different.
If magic damage works maybe a sequencer with triple Skull Trap? Just be wary that if you target the sequencer outside of the skull traps short range then the sequencer will fail (and too close and you'll smash yourself).
They look stronger than they are but their strength is only 17 so their base Thac0 is 8; as long as your AC is less than or equal to -4 they are more likely to miss than hit.
Alternatively polymorph self into a spider and hit a minor sequencer with Draw Upon Holy Might.