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Malboro
A large black-and-green-patterned plant, with countless rows of dripping teeth. Hundreds of thick twitching tentacles cascade from its base.

Malboro (CR 8) [Range]

XP 4,800
NE Huge Plant
Init +7; Senses Low-light vision, scent; Perception +13

DEFENSE

AC 23, touch 11; flat-footed 20 (+3 dex, +12 natural, -2 size)
hp 134 [192] (12d8+96); Fast Healing 4
mp 44
Fort +16, Ref +9, Will +6
Immune Lightning, plant traits; Resist Water 10
Weakness Fire and Ice

OFFENSE

Speed 20 ft., Climb 20 ft.
Melee Bite +15 (2d6+12)
Ranged 4 Vine Tendrils +10 (grab plus feed and pull)
Space 15 ft.; Reach 15 ft.
Special Attacks Bad Breath, Pull (vine tendril, 30 feet)
Spells Known (FC CL 12th, Concentration +14)

1st (DC 13) – virulence
2nd (DC 14)  poison
3rd (DC 15)  bioinfect
4th (DC 16)  contagionpoisonga
5th (DC 17)  biora, drain, infectga
6th (DC 18)  greater contagion, syphon

STATISTICS

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

SPECIAL ABILITIES

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 resist), Slow (Fortitude save DC 17 to negate). The 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 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 (CR 8) [Melee]

XP 4,800
NE Huge Plant
Init +7; Senses Low-light vision, scent; Perception +13

DEFENSE

AC 23, touch 11; flat-footed 20 (+3 dex, +12 natural, -2 size)
hp 134 [192] (12d8+96); Fast Healing 4
mp 44
Fort +16, Ref +9, Will +6
Immune Lightning, plant traits; Resist Water 10
Weakness Fire and Ice

OFFENSE

Speed 30 ft., Climb 30 ft.
Melee Bite +15 (2d6+12) and 4 Vines +13 (1d8+8 grab plus feed)
Space 15 ft.; Reach 15 ft. (Vines 30 ft.)
Special Attacks Bad Breath
Spells Known (FC CL 12th, Concentration +14)

1st (DC 13) – virulence
2nd (DC 14)  poison
3rd (DC 15)  bioinfect
4th (DC 16)  contagionpoisonga
5th (DC 17)  biora, drain, infectga
6th (DC 18)  greater contagion, syphon

STATISTICS

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

SPECIAL ABILITIES

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 resist), Slow (Fortitude save DC 17 to negate). The 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 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 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.

Vines (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. The vine 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.