🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

MobogoCreature 10


CEHugeAmphibiousBeast
Source Pathfinder Bestiary 3
Perception +21 (darkvision)
Languages Boggard, Speak With Animals
Skills Acrobatics +19, Athletics +23, Nature +21, Stealth +19
Str +7, Dex +5, Con +6, Int -2, Wis +5, Cha +7

AC 29; Fort +22; Reflex +17; Will +19;
HP 160 (regeneration 30 (deactivated by acid, cold, or fire)
Speed 25 feet (fly 20 feet, swim 30 feet)

Jaws One Action +23 (+18, +13) to hit (reach 10) 2d12+13 Piercing
Tongue One Action +23 (+19, +15) to hit (agile, reach 30) 2d6+13 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Regeneration 30 (Deactivated by Acid, Cold, or Fire)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Song of the Swamp One Action (auditory, emotion, enchantment, mental, primal)

Frequency once per 10 minutes


Effect The mobogo unleashes a booming croak. All boggards and mobogos within 50 feet gain a +2 status bonus to damage rolls and saves against fear for 1 round. Other creatures in the area of effect must attempt a DC 27 will save.


Success The creature is unaffected and is temporarily immune for 24 hours.

Failure The creature is Slowed 1 for 1d4 rounds.

Critical Failure The creature is Slowed 2 for 1d4 rounds.

Effect: Song of the Swamp

Swallow Whole One Action (attack)

Large, 2d12+6 bludgeoning, Rupture 19


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Swamp Stride

A mobogo ignores difficult terrain caused by swamp terrain features.

Tongue Grab

A creature hit by the mobogo's tongue becomes Grabbed by the mobogo. The creature isn't Immobilized, but it can't move beyond the reach of the mobogo's tongue.

A creature can sever the tongue with a Strike against AC 27 that deals at least 10 slashing damage. This deals no damage to the mobogo but prevents it from using its tongue Strike until it regrows its tongue, which takes 1 round.

The mobogo can move without ending the Grab as long as the creature remains within the tongue's reach.

Tongue Reposition One Action

The mobogo attempts to move a creature Grabbed by its tongue. The mobogo rolls an athletics check against the creature's Fortitude DC.

On a success, the mobogo moves the creature into any space within the tongue's reach. If it wishes, the mobogo can transfer the grabbed creature to its jaws.

Improved Grab Free Action

The 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.


Primal Innate Spells (DC 27, +19 to hit)

1st Level: Create Water (At Will), Pass Without Trace (Constant)
2nd Level: Entangle, Obscuring Mist, Sound Burst (At Will), Speak with Animals (Constant)
5th Level: Control Water

Rituals

4th Level: Plant Growth


Mobogos are massive, swamp-dwelling monstrosities that combine the worst aspects of giant toads and evil dragons. Lazy, cruel, and greedy, these vile creatures make their lairs in the most ancient and primordial swamps. The boggards who call such places home worship mobogos as living demigods, regularly bringing sacrifices of food and valuables lest they become the next victims of the mobogos' boundless appetites.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.