The great malboro is a large, tentacled plant with an anemone-like head and large mouth. It wanders around with other smaller malboros and devours every living creature it sees.
Great Malboro (CR 14) [Range]
XP 38,400
NE Huge Plant
Init +7; Senses Low-light vision, scent; Perception +18
DEFENSE
AC 27, touch 11; flat-footed 24 (+3 dex, +16 natural, -2 size)
hp 202 (17d8+153); Fast Healing 6
mp 90
Fort +19, Ref +10, Will +10
Immune Lightning, plant traits; Resist Water 10
Weakness Fire
OFFENSE
Speed 20 ft., Climb 20 ft.
Melee Bite +19 (2d8+13)
Ranged 4 Vine Tendrils +13 (grab plus feed and pull)
Space 15 ft.; Reach 15 ft.
Special Attacks Bad Breath, Pull (vine tendril, 30 feet)
Spells Known (FC CL 17th, Concentration +21)
- 1st (DC 15) – Virulence
- 2nd (DC 16) – Poison
- 3rd (DC 17) – Bio, Infect
- 4th (DC 18) – Contagion, Poisonga
- 5th (DC 19) – Biora, Drain, Infectga
- 6th (DC 20) – Greater Contagion, Syphon
- 7th (DC 21) – Plague Storm
- 8th (DC 22) – Doom
STATISTICS
Str 28, Dex 17, Con 28, Int 2, Wis 16, Cha 18
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
SPECIAL ABILITIES
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 20 to negate), Blind (Fortitude save DC 20 to negate), Confuse (Will save DC 20 to negate), Silence (Fortitude save DC 20 to negate), Poison (Fortitude save DC 20 to resist), Slow (Fortitude save DC 20 to negate). The great malboro must wait 1d4 rounds to use this ability again. Blue mages may learn this ability as a 5th level spell (Knowledge: Nature 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 10/slashing, and a Break DC of 24. 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.
Great Malboro (CR 14) [Melee]
XP 38,400
NE Huge Plant
Init +7; Senses Low-light vision, scent; Perception +18
DEFENSE
AC 27, touch 11; flat-footed 24 (+3 dex, +16 natural, -2 size)
hp 202 (17d8+153); Fast Healing 6
mp 90
Fort +19, Ref +10, Will +10
Immune Lightning, plant traits; Resist Water 10
Weakness Fire
OFFENSE
Speed 30 ft., Climb 30 ft.
Melee Bite +19 (2d8+13) and 4 Vines +17 (1d8+9 grab plus feed)
Space 15 ft.; Reach 15 ft.
Special Attacks Bad Breath, Pull (vine tendril, 30 feet)
Spells Known (FC CL 17th, Concentration +21)
- 1st (DC 15) – Virulence
- 2nd (DC 16) – Poison
- 3rd (DC 17) – Bio, Infect
- 4th (DC 18) – Contagion, Poisonga
- 5th (DC 19) – Biora, Drain, Infectga
- 6th (DC 20) – Greater Contagion, Syphon
- 7th (DC 21) – Plague Storm
- 8th (DC 22) – Doom
STATISTICS
Str 28, Dex 17, Con 28, Int 2, Wis 16, Cha 18
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
SPECIAL ABILITIES
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 20 to negate), Blind (Fortitude save DC 20 to negate), Confuse (Will save DC 20 to negate), Silence (Fortitude save DC 20 to negate), Poison (Fortitude save DC 20 to resist), Slow (Fortitude save DC 20 to negate). The great malboro must wait 1d4 rounds to use this ability again. Blue mages may learn this ability as a 5th level spell (Knowledge: Nature 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 vines, it begins to drain the creature’s bodily fluids through the target’s pores or other body orifices with its vines. This feeding heals half of the total damage done to their targets and 1 point of Strength damage to the target. If the vine 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. The vine tendrils have 15 hit points, DR 10/slashing, and a Break DC of 24. 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.