MamlamboCreature 9
Source Pathfinder Lost Omens: The Mwangi Expanse
Perception +19 (darkvision)
Languages none
Skills Athletics +21, Stealth +19, Survival +17
Str +7, Dex +4, Con +5, Int -3, Wis +4, Cha +0
AC 28; Fort +19; Reflex +20; Will +15;
HP 155
Speed 10 feet (swim 40 feet)
Jaws +21 (+16, +11) to hit (reach 10) 2d8+11 Piercing
Tail +21 (+17, +13) to hit (agile, reach 15) 2d6+11 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Luminous Lure (mental, aura, emotion, enchantment, incapacitation, light, primal)30 feet Aura
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.
Attack of OpportunityTail 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.
Aquatic Ambush50 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 Flat-Footed against this Strike.
Face EaterRequirements The mamlambo has a creature Grabbed or Restrained, or there is a Dying, Immobilized, or Unconscious creature within the mamlambo's reach
Effect The mamlambo deals 2d8+11 piercing damage to the creature (DC 28 basic fortitude save).
On a failure, the creature also takes an additional 2d6 Persistent Bleed Damage, or 4d6 Persistent Bleed Damage on a critical failure.
Improved GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
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
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.