Mamlambo
About
Sixty feet of it in a river that does not look deep enough, with the head of a horse and the body of a fish and a green light behind the eyes that is bright enough to read by. It takes the brains and the faces of what it kills and leaves the rest on the shingle. The light is the problem it cannot solve: it cannot hunt without it and it cannot hide with it, and every village on that river has learned to watch for a green glow moving upstream at night.
Stats
Save Rolls
Traits
Special Attack
Take the Face: piercing, melee 10 ft, +5 to hit, 3d6+3, and a creature killed by this is not identifiable afterward and cannot be raised by anyone who needs to name them. Wake and Roll: 20 ft, save Dex Quick, fail save roll 2d8+3 bludgeoning as it turns over in shallow water, cooldown 2 rounds.
Special Defense
The Green Light: it glows and cannot stop. It can never surprise anyone, cannot ambush, and is visible at night from half a mile. In exchange it sees perfectly in any darkness and cannot be blinded. Shallow Water: it cannot leave the river and beaches itself in anything under three feet, which is why it works the deep bends and why the fords are safe.