While skeletons of the long dead are the most common undead terror to stalk to the Glauerdoom Moor, the freshly deceased are also frequently disturbed from their eternal slumber to become zombies. Any will that a zombie may still retain is extinguished by the crushing madness of the Shamble Priest's desires.
Nursing old grudges, or merely indulging in insane fantasy, Shamble Priests drive shuffling herds of zombies into townships, wreaking terror and carnage. When homes are overrun they become new focal points of necromantic energy that the Shamble Priests use to spawn still more zombies and grow their horde.
Explore Stats

- Type: Paired Spawning Point
- Crystal Affinity: Sapphire
- Abilities: Immune: Status Effects, Grabby Hands
- Armour: 1W (Defense)
- Hearts: 4
- Spawning Pool
- 2x Grabby House (Spawning Point)
- 1x Shamble Priest
- 2x Prowler
- 2x Pudge
- 6x Swampie
- Monster Platform: Start
Arcade Stats
- Type: Paired Spawning Point
- Crystal Affinity: Sapphire
- Abilities: Immune: Status Effects, Grabby Hands
- Armour: 1W (Defense)
- Hearts: 3
- Spawning Pool
- 2x Grabby House (Spawning Point)
- 1x Shamble Priest
- 2x Prowler
- 2x Pudge
- 6x Swampie
- Gangs
- Grave Robbers (Arcade Gang)
- Rotters (Arcade Gang)
Add Immune: Status Effects icon key definition to card back Errata April 14 2015
Gameplay
Explore Mode
The Grabby House, unlike the Shallow Grave, is not dependent on other Undead or Von Drakk though they do benefit from other Mob models on the table (Goro, anyone?). Aside from the Shamble Priest, they also bring something else unique to the table: Grabby, which does not allow a Hero adjacent to the Grabby model any movement until it's destroyed. This works great for area denial, using up Action Points, and generally being a nuisance to mobile Heroes.
Arcade Mode
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