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Manananggal

CR 7.00 Undead CE Medium HD 10
This disembodied female torso flaps through the air on batlike wings, her fanged face a hateful mask.

Horrid undead, manananggals walk among the living by day and prey upon them at night. These creatures delight in spreading fear and distrust. By day, they tend to stay inside because of their light sensitivity. They mask this odd behavior by either living just outside villages as reclusive hermits or by obtaining roles within the community that explain away or justify their eccentricities.

Manananggals pass themselves off as normal people, usually posing as mad old women, midwives, hedge witches, or mystics. This allows the undead creatures to select their prey from within the community. Manananggals particularly enjoy feeding upon pregnant women, targeting them in their sleep so the undead may feast on the blood of both mothers and the children they carry. These foul creatures drain blood via their long, black, hollow tongues. Manananggals despise the scent of garlic and strong spices like cloves and anise.

As they fly through the night, manananggals make a ticking or clicking sound, leading some villagers to call the creatures “tik-tiks.” Once separated, a manananggal's mobile torso has a 6-foot wingspan.

HP
85 (10d8+40)
AC
20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
Init
+3
Speed
30 ft., fly 100 ft. (good)
Fort
+7
Ref
+8
Will
+10
BAB
+7
CMB
+11 (+15 grapple)
CMD
25
Melee
bite +11 (1d8+4), 2 claws +12 (1d8+4 plus grab)
DR
10/good or silver
str
19
+4
dex
17
+3
con
-
int
12
+1
wis
16
+3
cha
19
+4

Weapons: Simple

blood drain (1d2 Constitution)

Separate — During the day, a manananggal looks like a living human woman. She does not detect as undead during the day, but is still an undead creature. At night, her upper torso rips away (this is a full round action that occurs at sunset), leaving her lower torso behind. Her lower torso is helpless, but her upper torso gains its fly speed and natural attacks at this time. The upper and lower portions share the same pool of hit points (despite any intervening distance), and if the helpless lower portion is damaged, the manananggal is immediately aware of the attack. Since manananggals can be destroyed by damage to their lower bodies, they prefer to hide their lower torsos when separated. A manananggal must return to its lower torso and reattach to it (a full-round action) within the hour before sunrise—each round a manananggal remains separated after sunrise, it takes 1d6 points of damage until it rejoins its lower torso or it crumbles into dust.

Universal Monster Rules

Blood Drain (1d2 Constitution) Ex from Universal Monster Rule
The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.
Grab (claws) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Special Abilities

Separate from text
During the day, a manananggal looks like a living human woman. She does not detect as undead during the day, but is still an undead creature. At night, her upper torso rips away (this is a full round action that occurs at sunset), leaving her lower torso behind. Her lower torso is helpless, but her upper torso gains its fly speed and natural attacks at this time. The upper and lower portions share the same pool of hit points (despite any intervening distance), and if the helpless lower portion is damaged, the manananggal is immediately aware of the attack. Since manananggals can be destroyed by damage to their lower bodies, they prefer to hide their lower torsos when separated. A manananggal must return to its lower torso and reattach to it (a full-round action) within the hour before sunrise—each round a manananggal remains separated after sunrise, it takes 1d6 points of damage until it rejoins its lower torso or it crumbles into dust.

Feats, Traits & Items

Deceitful from Feat

You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Bluff, +2 Disguise
Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Flyby Attack from Feat

When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Weapon Focus (claws) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Bluff +18, Disguise +21, Fly +16, Knowledge (religion) +11, Perception +16, Sense Motive +11, Spellcraft +6

spell-like abilities:
At will—Bleed (DC 14), At will—Dancing Lights, At will—Touch Of Fatigue (DC 14), 3/day—Darkness, 3/day—Deep Slumber, 3/day—Fear (DC 18)
Details
Type
Undead
Alignment
CE
Size
Medium
Environment
any land
Organization
solitary or pack (2-6)
Treasure
standard
Senses
darkvision 60 ft.; Perception +16
Languages
Abyssal, Common
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
10 House/Core 1 Recognized publisher
  • Uses feat: Deceitful (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Flyby Attack (Feat) — cites Paizo Inc.
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Bleed (Spell) — core content under OGL 1.0a
  • Knows spell: Dancing Lights (Spell) — core content under OGL 1.0a
  • Knows spell: Touch Of Fatigue (Spell) — core content under OGL 1.0a
  • Knows spell: Darkness (Spell) — core content under OGL 1.0a
  • Knows spell: Deep Slumber (Spell) — core content under OGL 1.0a
  • Knows spell: Fear (Spell) — core content under OGL 1.0a
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