Mamlambo
CREATURE 9Mamlambos are river predators with hypnotic, bioluminescent skin. They appear similar to crocodiles, but the narrow head at the end of their long necks resembles a horse's skull, and their four legs are stubby and inefficient for land movement. Their skin's green glow is only barely visible in daylight or when underwater, though the glow is difficult to resist. As a result, they're frequently trailed by fish, birds, or other river creatures ensnared by the alluring radiance.
Humanoids are mamlambos' favorite prey, particularly humans, although they strangely prefer to only eat their victims' faces and brains. Mamlambos are dim-witted but sly, and sometimes hide their victims under submerged rocks or logs to make their discovery less likely. A mamlambo might be active in a region for days or even weeks before its presence is discovered.
Tail only
30 feet. The mamlambo emits dim light from its skin. A creature that enters or begins its turn in the aura must attempt a DC 23 Will save. Humanoids take a -2 penalty to this saving throw.
Regardless of the save's result, the creature is temporarily immune for 10 minutes.
Critical Success The creature is unaffected.
Success The creature is Slowed 1 for 1 round.
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.
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.
50 feet
On a failure, the creature also takes an additional 2d6 bleed, or 4d6 bleed on a critical failure.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.