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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.Malboro Menace

Malboro Menace (CR 16) [Range]

XP 76,800
NE Huge Plant
Init +8; Senses Low-light vision, scent; Perception +18

DEFENSE

AC 32, touch 13; flat-footed 27 (+4 dex, +1 dodge, +19 natural, -2 size)
hp 285 (24d8+216); Fast Healing 12
mp 159
Fort +23, Ref +14, Will +14
Immune Lightning, plant traits; Resist Water 15
Weakness Fire

OFFENSE

Speed 20 ft., Climb 20 ft.
Melee Bite +26 (2d8+15)
Ranged 4 Vine Tendrils +20 (grab plus feed and pull)
Space 15 ft.; Reach 15 ft.
Special Attacks Putrid Breath, Pull (vine tendril, 30 feet)
Spells Known (FC CL 20th, Concentration +25)

  • 1st (DC 16) – Virulence
  • 2nd (DC 17) – Poison
  • 3rd (DC 18) – Bio, Infect
  • 4th (DC 19) – Contagion, Poisonga
  • 5th (DC 20 – Bioga, Drain, Infectga
  • 6th (DC 21) – Greater Contagion, Syphon
  • 7th (DC 22) – Plague Storm
  • 8th (DC 23) – Doom
  • 9th (DC 24) – Mass Enfeeblement
STATISTICS

Str 30, Dex 18, Con 28, Int 2, Wis 18, Cha 20
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

SPECIAL ABILITIES

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 and once every 1d4 rounds, 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 27 to negate), Blind (Fortitude save DC 27 to negate), Confuse (Will save DC 27 to negate), Disable (Fortitude save DC 27 to negate), Disease (Fortitude save DC 27 to negate), Silence (Fortitude save DC 27 to negate), Petrification (Fortitude save DC 27 to negate), Poison (Fortitude save DC 27 to negate), Sap (Fortitude save DC 27 to negate), Sleep (Will save DC 27 to negate), and Slow (Fortitude save DC 27 to negate). Blue mages may learn this ability as a 9th level spell (Knowledge: Nature 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 15/slashing, and a Break DC of 30. 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.

 

Malboro Menace (CR 16) [Melee]

XP 76,800
NE Huge Plant
Init +8; Senses Low-light vision, scent; Perception +18

DEFENSE

AC 32, touch 13; flat-footed 27 (+4 dex, +1 dodge, +19 natural, -2 size)
hp 285 (24d8+216); Fast Healing 12
mp 159
Fort +23, Ref +14, Will +14
Immune Lightning, plant traits; Resist Water 15
Weakness Fire

OFFENSE

Speed 30 ft., Climb 30 ft.
Melee Bite +26 (2d8+15) and 4 Vines +24 (2d6+10 grab plus feed)
Space 15 ft.; Reach 15 ft. (Vines 30 ft.)
Special Attacks Putrid Breath
Spells Known (FC CL 20th, Concentration +25)

  • 1st (DC 16) – Virulence
  • 2nd (DC 17) – Poison
  • 3rd (DC 18) – Bio, Infect
  • 4th (DC 19) – Contagion, Poisonga
  • 5th (DC 20) – Bioga, Drain, Infectga
  • 6th (DC 21) – Greater Contagion, Syphon
  • 7th (DC 22) – Plague Storm
  • 8th (DC 23) – Doom
  • 9th (DC 24) – Mass Enfeeblement
STATISTICS

Str 30, Dex 18, Con 28, Int 2, Wis 18, Cha 20
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

SPECIAL ABILITIES

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 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.

Putrid Breath (Su)

5/day and once every 1d4 rounds, 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 27 to negate), Blind (Fortitude save DC 27 to negate), Confuse (Will save DC 27 to negate), Disable (Fortitude save DC 27 to negate), Disease (Fortitude save DC 27 to negate), Silence (Fortitude save DC 27 to negate), Petrification (Fortitude save DC 27 to negate), Poison (Fortitude save DC 27 to negate), Sap (Fortitude save DC 27 to negate), Sleep (Will save DC 27 to negate), and Slow (Fortitude save DC 27 to negate). Blue mages may learn this ability as a 9th level spell (Knowledge: Nature DC 33).

Vines (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. The vines have 20 hit points, DR 15/slashing, and a Break DC of 30. 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.