Malboro (4e Creature)

Malboro
Malboros are horrible plants which grow from spores planted in the most vile sewage pools imaginable. They absorb the surrounding decay's poison and heat, growing into horrible grinning mouths who move on countless mobile vines. They have poor eyesight, made up by the sheer number of eyes they possess, and keen ability to pick up vibrations. Rotting meat makes an excellent meal, and moving too close to a Malboro's sludge pit is bound to draw its attention and hunger.
Malboro Level 11 Solo Artillery | ||
|---|---|---|
Large aberrant beast (plant) XP 3,000 | ||
| Initiative +5 | Senses Perception +12; all-around vision, blindsight 12 | |
| Rotting Stench aura 6; Living creatures within the aura are weakened. | ||
| HP 570; Bloodied 285 | ||
| AC 25; Fortitude 29, Reflex 25, Will 27 | ||
| Immune charm, poison | ||
| Saving Throws +5 | ||
| Speed 4 | ||
| Action Points 2 | ||
| Effect: Reach 3; +18 vs AC; 1d8 + 5 points of damage and the malboro can attempt to grab target (until escapes). | ||
| Effect: +18 vs AC; 2d6 + 5 points of damage and ongoing 5 poison damage (save ends). | ||
| Effect: Ranged 5; +16 vs. Ref; malboros can squirt streams of acid from their multiple eyestalks, this noxious acid causes 2d6 + 5 points of acid damage, and the target is blinded (save ends). | ||
| Effect: Blast 3; +16 vs Fort; malboros can breathe a cloud of utter decay, those caught in the area of effect are weakened (save ends). | ||
| Rooting ♦ encounter | ||
| Effect: When in foul environments such as a garbage pile, a malboro can plant its roots as a move action. This grants it regeneration 15 and it becomes immoblized, although the malboro can "unroot" itself (ending both effects), as a free action at anytime. | ||
| Skills Stealth +10 | ||
| Str 15 (+7) | Dex 10 (+5) | Wis 15 (+7) |
| Con 18 (+9) | Int 6 (+3) | Cha 15 (+7) |
| Alignment Evil | Languages — | |
| Equipment — | ||
Malboro Tactics
A Malboro is not too bright, but smarter than the average animal and understands the concept of ambushes. It may position itself to pop up and surprise its prey, chasing it to drive it to its sludge pool or another natural hazard where it can gain an advantage. If taking a lot of damage, it moves to its pit and plants itself to hold its position. A malboro often opens up the fight with its Bad Breath, picking off opponents by whoever is weakest or most dangerous.
Malboro Lore
A character knows the following information with a successful Nature check.
- DC 15: It is possible that Malboros are in some way related to Otyughs (even though one is an animal and the other a plant), although it is unsure if they are mutated by the evil of the Shadowfell or by the energies of the Far Realms. Unlike Otyughs, that are sometimes kept as guardians, they are avoided by almost every intelligent creature that would dwell in areas that they call home.
- DC 20: Malboros seem to enjoy killing any living creature that wanders too close to it's lair. They never devour the bodies of their prey allowing them to rot so they can feed off the corpses with their roots.
Encounter Groups
Malboros are solitary creatures that live in sewers or other dank areas filled with rot and filth. Their inherently evil natures drive them to build nests near sludge pools or other natural hazards so they can use them against potential prey.
Back to Main Page → 4e Homebrew → Creatures → Level 11