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Bestiary+
#53
Malboro Family

Great Malboro
A large yellow-and-brown-patterned grotesque, strange, plant-life beasts with countless tentacles and gaping maws.
CR 12 XP 19200
NE Huge Plant
Init: +7; Senses Low-light vision, scent; Perception +18

AC 27, touch 11; flat-footed 24(+3 Dex, +16 natural, -2 size)
hp 202(17d8+153); Fasting Healing 6
mp 133
Fort +19, Ref +10, Will +10
Immune Lightning, plant traits; Resist Water 10
Weakness Fire

Speed 20 ft., Climb 20 ft.
Melee Bite +19(2d8+13)
Range 4 Vine Tendrils +13(grab plus feed and pull)
Space 15 ft.; Reach 10 ft.
Special Attacks Bad Breath, Pull(vine tendril, 30 feet)
Spells Known(Nercomancer CL 17th, concentration +19)
1st – Virulence(DC 13)
2nd –  Poison(DC 14)
3rd – Bio(DC 15), Infect(DC 15)
4th – Contagion(DC 16), Poisonga(DC 16)
5th – Biora(DC 17), Drain(DC 17), Infectga(DC 17)
6th – Greater Contagion(DC 18), Syphon(DC 18)
7th – Plague Storm(DC 19)
8th – Doom(DC 20)

Str 28, Dex 17, Con 28, Int 2, Wis 16, Cha 15
Base Atk +12; CMB +23(+27 grapple); CMD 40(can't be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack(Bite), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus(Climb)
Skills Climb +24, Perception +18, Stealth +9(+25 in forests); Racial Modifiers +4 Perception, +16 Stealth in forests
SQ Camouflage, Vine tendrils

Bad Breath(Su)
4/day, a great malboro can emit a 30-ft.-cone of foul gas. All creatures caught within the cone are affected by the following status effects for 1d4 rounds each: Berserk(Will save DC 18 to negate), Blind(Fortitude save DC 18 to negate), Confuse(Will save DC 18 to negate), Silence(Fortitude save DC 18 to negate), Poison(Fortitude save DC 18 to negate), and Slow(Fortitude save DC 18 to negate). The great malboro must wait 1d4 rounds to use this ability again. Blue mage may learn this ability as a 5th level spell(DC 25).

Camouflage(Ex)
Because a great malboro blends in with the foliage that is its natural habitat, a DC 20 Perception check(modified for distance) is required to notice it before it attacks for the first time. Any creature with ranks in Survival or Knowledge(nature) can use either of those skills(also modified for distance) instead of Perception to notice the plant.

Feed(Ex)
When a great malboro grapples a creature with its tendrils, it begins to drain the creature's bodily fluids through the target's pores or other body orifices with its tendrils. This feeding deals 1d8 points of damage and 1 point of Strength damage to the target. If the vine tendril is severed or the target breaks the grapple, this feeding ceases until a new grapple is established.

Vine Tendrils(Ex)
A great malboro can take control of any network of vines it has attached itself to and use up to four of those vines as weapons to strike out at targets up to 100 feet away. The vine tendrils have 15 hit points, DR 5/slashing, and a Break DC of 21. If one of these vines is destroyed, the great malboro can assume control of another vine as a move action to bring it to bear in combat.

Malboro
A large black-and-green-patterned plant, with countless rows of dripping teeth. Hundreds of thick twitching tentacles cascade from its base.
CR 8 XP 4800
NE Huge Plant
Init: +7; Senses Low-light vision, scent; Perception +13

AC 23, touch 11; flat-footed 20(+3 Dex, +12 natural, -2 size)
hp 134(12d8+96); Fasting Healing 4
mp 66
Fort +16, Ref +9, Will +6
Immune Lightning, plant traits; Resist Water 10
Weakness Fire & Ice

Speed 20 ft., Climb 20 ft.
Melee Bite +15(2d6+12)
Range 4 Vine Tendrils +10(grab plus feed and pull)
Space 15 ft.; Reach 10 ft.
Special Attacks Bad Breath, Pull(vine tendril, 30 feet)
Spells Known(Nercomancer CL 12th, concentration +14)
1st – Virulence(DC 13)
2nd –  Poison(DC 14)
3rd – Bio(DC 15), Infect(DC 15)
4th – Contagion(DC 16), Poisonga(DC 16)
5th – Biora(DC 17), Drain(DC 17), Infectga(DC 17)
6th – Greater Contagion(DC 18), Syphon(DC 18)

Str 26, Dex 16, Con 26, Int 2, Wis 15, Cha 14
Base Atk +9; CMB +19(+23 grapple); CMD 32(can't be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Skill Focus(Climb)
Skills Climb +19, Perception +13, Stealth +4(+20 in forests); Racial Modifiers +4 Perception, +16 Stealth in forests
SQ Camouflage, Vine tendrils

Bad Breath(Su)
3/day, a malboro can emit a 30-ft.-cone of foul gas. All creatures caught within the cone are affected by the following status effects for 1d4 rounds each: Berserk(Will save DC 17 to negate), Blind(Fortitude save DC 17 to negate), Confuse(Will save DC 17 to negate), Silence(Fortitude save DC 17 to negate), Poison(Fortitude save DC 17 to negate), and Slow(Fortitude save DC 17 to negate). The malboro must wait 1d4 rounds to use this ability again. Blue mage may learn this ability as a 5th level spell(DC 25).

Camouflage(Ex)
Because a malboro blends in with the foliage that is its natural habitat, a DC 20 Perception check(modified for distance) is required to notice it before it attacks for the first time. Any creature with ranks in Survival or Knowledge(nature) can use either of those skills(also modified for distance) instead of Perception to notice the plant.

Feed(Ex)
When a malboro grapples a creature with its tendrils, it begins to drain the creature's bodily fluids through the target's pores or other body orifices with its tendrils. This feeding deals 1d8 points of damage and 1 point of Strength damage to the target. If the vine tendril is severed or the target breaks the grapple, this feeding ceases until a new grapple is established.

Vine Tendrils(Ex)
A malboro can take control of any network of vines it has attached itself to and use up to four of those vines as weapons to strike out at targets up to 100 feet away. The vine tendrils have 10 hit points, DR 5/slashing, and a Break DC of 21. If one of these vines is destroyed, the malboro can assume control of another vine as a move action to bring it to bear in combat.

Malboro Menace
A large blue-and-gray-patterned grotesque, strange, plant-life beasts with countless tentacles and gaping maws. This is considered the worst of the Malboro family to run into so you better become prepared for the worse.
CR 16 XP 76800
NE Huge Plant
Init: +8; Senses Low-light vision, scent; Perception +18

AC 32, touch 13; flat-footed 24(+4 Dex, +1 dodge, +19 natural, -2 size)
hp 285(24d8+216); Fasting Healing 12
mp 264
Fort +23, Ref +14, Will +14
Immune Lightning, plant traits; Resist Water 15
Weakness Fire

Speed 20 ft., Climb 20 ft.
Melee Bite +26(2d8+15)
Range 4 Vine Tendrils +20(grab plus feed and pull)
Space 15 ft.; Reach 10 ft.
Special Attacks Putrid Breath, Pull(vine tendril, 30 feet)
Spells Known(Nercomancer CL 24th, concentration +27)
1st – Virulence(DC 14)
2nd –  Poison(DC 15)
3rd – Bio(DC 16), Infect(DC 16)
4th – Contagion(DC 17), Poisonga(DC 17)
5th – Biora(DC 18), Drain(DC 18), Infectga(DC 18)
6th – Greater Contagion(DC 19), Syphon(DC 19)
7th – Plague Storm(DC 20)
8th – Doom(DC 21)

Str 30, Dex 18, Con 28, Int 2, Wis 18, Cha 16
Base Atk +18; CMB +30(+34 grapple); CMD 44(can't be tripped)
Feats Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Improved Initiative, Improved Natural Attack(Bite), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus(Climb)
Skills Climb +31, Perception +25, Stealth +16(+32 in forests); Racial Modifiers +4 Perception, +16 Stealth in forests
SQ Camouflage, Vine tendrils

Camouflage(Ex)
Because a malboro menace blends in with the foliage that is its natural habitat, a DC 20 Perception check(modified for distance) is required to notice it before it attacks for the first time. Any creature with ranks in Survival or Knowledge(nature) can use either of those skills(also modified for distance) instead of Perception to notice the plant.

Feed(Ex)
When a malboro menace grapples a creature with its tendrils, it begins to drain the creature's bodily fluids through the target's pores or other body orifices with its tendrils. This feeding deals 1d8 points of damage and 1 point of Strength damage to the target. If the vine tendril is severed or the target breaks the grapple, this feeding ceases until a new grapple is established.

Putrid Breath(Su)
5/day, a malboro menace can emit a 30-ft.-cone of foul gas. All creatures caught within the cone are affected by the following status effects for 1d4 rounds each: Berserk(Will save DC 23 to negate), Blind(Fortitude save DC 23 to negate), Confuse(Will save DC 23 to negate), Disable(Fortitude save DC 23 to negate), Disease(Fortitude save DC 23 to negate), Silence(Fortitude save DC 23 to negate), Petrify(Fortitude save DC 23 to negate), Poison(Fortitude save DC 23 to negate), Sap(Fortitude save DC 23 to negate), Sleep(Will save DC 23 to negate), and Slow(Fortitude save DC 23 to negate). The malboro menace must wait 1d4 rounds to use this ability again. Blue mage may learn this ability as a 9th level spell(DC 33).

Vine Tendrils(Ex)
A malboro menace can take control of any network of vines it has attached itself to and use up to four of those vines as weapons to strike out at targets up to 100 feet away. The vine tendrils have 20 hit points, DR 5/slashing, and a Break DC of 21. If one of these vines is destroyed, the malboro menace can assume control of another vine as a move action to bring it to bear in combat.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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Bestiary+ - by Fortheseen - 03-06-2017, 11:58 AM
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RE: Bestiary+ - by Fortheseen - 02-17-2019, 07:40 PM
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