I think he means the blob. Which you can do by softish simple shape to raise some terrain. Then a compute terrain (or compute normal and tex coordinates from XYZ), then a surface shader, in which you can set minimum altitude and fuzzy (5 and 10), then use the displacement offset to bulge the blob outward. As children you can add additional PF's for major or small, stretched or non-stretched displacement, fake stones, fractal warp, etc. Feed surface shader into base colors, etc.