Mamlambo

Level 9
Creature· aquaticUncommonHugeLegacy
AC 28
HP 155
Speed 10 ft.
Fort +19
Ref +20
Will +15
Perc +19
Size Huge
Uncommon
Senses darkvision
Speeds 10 ft., swim 40 ft.
Skills athletics +21, stealth +19, survival +17
Recall Knowledge nature DC 28

Attacks

Melee Jaws +21/+16/+11(reach 10 ft., unarmed)
Damage: 2d8+11 piercing
Effect: improved grab
Melee Tail +21/+17/+13(agile, reach 15 ft.)
Damage: 2d6+11 bludgeoning

Abilities

Attack of Opportunity (Tail Only)defensive

Tail only Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Luminous Luredefensive(aura, emotion, incapacitation, light, mental, primal)

30 feet. The mamlambo emits dim light from its skin. A creature that enters or begins its turn in the aura must attempt a DC 23 will save. Humanoids take a -2 penalty to this saving throw. Regardless of the save's result, the creature is temporarily immune for 10 minutes. Critical Success The creature is unaffected. Success The creature is Slowed 1 for 1 round. Failure The creature is Fascinated, and for as long as it is in the aura it must spend at least 1 of its actions on each of its turns to move closer to the mamlambo as expediently as possible, while avoiding obvious dangers. If the creature ends its movement or turn adjacent to the mamlambo, it is Slowed 1 until it is out of the aura or until the mamlambo makes a Strike against it. The target can attempt a new Will save at the beginning of each of their subsequent turns, and on a success, the effect ends. Critical Failure As failure, but the creature must spend each of its actions moving closer to the mamlambo, and if it ends its movement or turn adjacent to the mamlambo, it is Paralyzed until it is out of the aura or until the mamlambo makes a Strike against it.

Aquatic Ambushoffensive

50 feet Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet. Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.

Face Eateroffensive

Requirements The mamlambo has a creature Grabbed or Restrained, or there is a Dying, Immobilized, or Unconscious creature within the mamlambo's reach

The mamlambo deals (2d8+11) piercing damage to the creature (DC 28 fortitude save). On a failure, the creature also takes an additional 2d6 bleed, or 4d6 bleed on a critical failure.

Improved Graboffensive

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Description

Mamlambos are river predators with hypnotic, bioluminescent skin. They appear similar to crocodiles, but the narrow head at the end of their long necks resembles a horse's skull, and their four legs are stubby and inefficient for land movement. Their skin's green glow is only barely visible in daylight or when underwater, though the glow is difficult to resist. As a result, they're frequently trailed by fish, birds, or other river creatures ensnared by the alluring radiance.

Humanoids are mamlambos' favorite prey, particularly humans, although they strangely prefer to only eat their victims' faces and brains. Mamlambos are dim-witted but sly, and sometimes hide their victims under submerged rocks or logs to make their discovery less likely. A mamlambo might be active in a region for days or even weeks before its presence is discovered.

Traits