Mobogo
Huge and hungry, mobogos merge the features of gigantic toads and swampy dragons, and lair in the deepest, oldest swamps. Here, whole tribes of boggards serve the beasts' fickle, capricious whims.
Mobogos reside in the most primal swamps of the world, grotesque eldritch wildernesses unchanged for centuries. Boggards believe that in ancient times, after their fecund demon goddess deposited her frogspawn in the muddy morass of the world's still-forming continents, mobogos were among the first creatures to emerge. Ever since, the mobogos have slept and fed, preying upon the beasts of their fetid meres, growing huge and lethargic, and dreaming inscrutable amphibious dreams of their godly mother's return. Nearly all mobogos are attended by tribes of boggards. Mobogos care little for matters of origins and philosophies—they care only for the endless sacrifices of food, victims, and pleasing swamp art brought to them by their obedient tribes.
A mobogo is 18 feet tall and weighs 12,000 pounds.
- HP
- 136 (13d10+65); regeneration 5 (acid, cold, or fire)
- AC
- 24, touch 10, flat-footed 22 (+2 Dex, +14 natural, -2 size)
- Speed
- 30 ft., fly 30 ft. (poor), swim 40 ft.
- Init
- +2
- Melee
- bite +20 (2d6+9), 2 slams +20 (1d8+9) ortongue +20 (1d6+9 plus grab and pull)
- Space
- 15 ft.
- Reach
- 15 ft. (45 ft. with tongue)
- BAB
- +13
- CMB
- +24 (+28 grapple)
- CMD
- 36 (40 vs. trip)
- Fort
- +13
- Ref
- +10
- Will
- +8
- Racial Modifiers
- +8 Perception, +8 Acrobatics when jumping, +8 Stealth in swamps
crush (DC 21, 2d8+13)
pull (tongue, 5 ft.)
swallow whole (2d6+13 bludgeoning damage, AC 17, 13 hp)
Vile Croak — As a standard action once every 1d4 rounds, a mobogo can unleash a thunderous croak. Any non-boggard or non-mobogo within 50 feet of the mobogo must make a DC 19 Will save or become staggered for 1d4 rounds. Once a creature makes its saving throw against a particular mobogo's vile croak, it is immune to that mobogo's croak for 24 hours. Any boggards or mobogos within the area of a mobogo's vile croak gains a +2 morale bonus on attack rolls and saving throws against fear effects for 1 round. The save DC is Charisma-based.
Swamp Stride — A mobogo can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects it normally.
Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
Acrobatics +9 (+17 when jumping), Fly -6, Perception +19, Stealth +0 (+8 in swamps), Swim +17
- Type
- Magical Beast
- Alignment
- CE
- Size
- Huge
- Environment
- temperate swamps
- Organization
- solitary or gang (2-4)
- Treasure
- standard
- Senses
- darkvision 60 ft., low-light vision; Perception +19
- Languages
- Boggard; speak with animals
- Source
- Bestiary 3
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Overrun (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Pass Without Trace (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Speak With Animals (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Animal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Create Water (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Sound Burst (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Control Water (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Fog Cloud (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Gust Of Wind (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Plant Growth (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Quench (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Soften Earth And Stone (Spell)House/Core — covered by the site's Section 15.
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