Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Aquatic Ambush
Ability
Attack of Opportunity [Reaction]
Tail only.
Ability
Critical Failure
As failure, but the creature must spend each of its actions moving closer to the mamlambo, and if it ends its movement or turn adjacent to the mamlambo, it is paralyzed until it is out of the aura or until the mamlambo makes a Strike against it.
Ability
Critical Success
The creature is unaffected.
Ability
Face Eater
Circumstance: The mamlambo has a creature grabbed or restrained, or there is a
The mamlambo deals 2d8+11 piercing damage to the creature (DC 28 basic Fortitude save). On a failure, the creature also takes an additional 2d6 persistent bleed damage, or 4d6 persistent bleed damage on a critical failure.
Ability
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 its turns to move closer to the mamlambo as expediently as possible, while avoiding obvious dangers. If the creature ends its movement or turn adjacent to the mamlambo, it is slowed 1 until it is out of the aura or until the mamlambo makes a Strike against it. The target can attempt a new Will save at the beginning of each of their subsequent turns, and on a success, the effect ends.
Ability
Luminous Lure
2 penalty to this saving throw. Regardless of the save's result, the creature is temporarily immune for 10 minutes.
Ability
Success
The creature is slowed 1 for 1 round.
Offense
Melee
Circumstance: combat round (melee)
jaws +21 [+16/+11] (reach 10 feet), Damage 2d8+11 piercing plus Improved Grab
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Perception
darkvision