Mamlambo
Level 9Attacks
Abilities
Tail only
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
50 feet
Requirements 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 fortitude save).
On a failure, the creature also takes an additional 2d6 bleed, or 4d6 bleed on a critical failure.
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.