Manananggal, the Winged Horror of the Midnight Hunt
“Beware the Manananggal: A terrifying, blood-sucking monster that can detach its body and fly through the night in search of its next victim!”
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The Manananggal is a nightmarish creature from Philippine folklore, often described as a terrifying hybrid of woman and beast. By day, she appears as an ordinary, beautiful woman, but by night, she transforms into a grotesque, vampiric entity. Her most defining characteristic is her ability to separate her upper body from her lower half. The top part of her body, including her head, arms, and torso, becomes detached from her lower body, which remains rooted to the ground. With large, leathery bat-like wings sprouting from her back, she takes to the skies to hunt.
The Manananggal is known to target pregnant women, using her long, serpentine tongue to suck blood from her victims or feed on the unborn fetus. She prefers secluded, rural areas where she can easily prey on vulnerable individuals, often choosing to stalk her victims quietly from the shadows. The creature hunts under the cover of night, making it difficult to escape once she has chosen her prey.
Her behavior is driven by an insatiable hunger, primarily for blood and flesh, especially from the unborn, which she believes grants her power and sustenance. Her motivation is not merely survival but a twisted desire to feast on life itself, feeding on the vulnerable to extend her own dark existence. The Manananggal is also known to leave behind a horrifying reminder of her presence—her detached lower body can be neutralized with salt, garlic, or ash, preventing her from returning to her human form.
Manananggal 5e
Manananggal Pathfinder
Manananggal
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Medium Undead (Shapechanger), Chaotic Evil
Armor Class 16 (Natural Armor)
Hit Points 127 (15d8 + 60)
Speed 40 ft., fly 60 ft.
Abilities
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 20 (+5) | 18 (+4) | 14 (+2) | 16 (+3) | 20 (+5) |
Saving Throws
Dex +9, Wis +7, Cha +9
Skills
Stealth +9, Perception +7, Deception +9, Acrobatics +9
Damage Resistances
Necrotic, Cold, Bludgeoning/Piercing/Slashing from nonmagical weapons
Damage Immunities
Poison
Condition Immunities
Charmed, Exhaustion, Frightened, Poisoned
Senses
Darkvision 120 ft., Passive Perception 17
Languages
Common, Abyssal
Traits
Shapechanger.
At dusk, the Manananggal can use its action to detach its upper torso from its lower body. While detached:
- It gains a flying speed of 60 ft.
- It loses its walking speed and its lower half is left behind, vulnerable.
- If its lower half is destroyed (AC 12, 40 HP, immune to poison & psychic, vulnerable to radiant), the Manananggal is permanently weakened, taking 10 (3d6) necrotic damage every round until it dies or a remove curse spell is cast upon it.
The Manananggal must reattach to its lower half before sunrise, or it takes 20 (6d6) radiant damage every minute.
Sunlight Sensitivity.
While in sunlight, the Manananggal has disadvantage on attack rolls and Perception checks that rely on sight.
Regeneration.
The Manananggal regains 10 HP at the start of its turn if it has at least 1 HP. It does not regenerate if exposed to sunlight or if its lower half has been destroyed.
Actions
Multiattack.
The Manananggal makes two claw attacks and can use Lifedrain Tongue.
Claw.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16).
Lifedrain Tongue. (Recharge 5-6)
Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 21 (6d6) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or have its hit point maximum reduced by the same amount. This reduction lasts until the creature finishes a long rest. If this effect reduces the target’s HP to 0, they die as the Manananggal consumes their life force.
Horrifying Shriek. (Recharge 5-6)
The Manananggal releases an unearthly scream. Each creature within 30 feet that can hear it must make a DC 17 Wisdom saving throw or be frightened for 1 minute. Frightened creatures must use their action to Dash away from the Manananggal on their turn. They may attempt the save again at the end of each of their turns.
Legendary Actions (3 per round)
The Manananggal can take 3 legendary actions, choosing from the options below. Only one can be used at a time and only at the end of another creature’s turn.
- Shadow Pounce. (Costs 1 Action) The Manananggal teleports up to 30 feet in dim light or darkness.
- Vile Cackle. (Costs 1 Action) A creature that is frightened of the Manananggal must make a DC 17 Wisdom saving throw or be stunned until the end of its next turn.
- Bloodletting Swipe. (Costs 2 Actions) The Manananggal slashes at all creatures within 10 feet, dealing 14 (3d6 + 4) slashing damage to each target.
Tactics & Combat Behavior
The Manananggal is a predator that thrives in darkness. It begins combat from above, using its Lifedrain Tongue on weak or lightly armored enemies. It then shrieks to scatter foes and isolate prey.
- If outnumbered, it uses Shadow Pounce to reposition.
- Against melee attackers, it relies on hit-and-run tactics with Bloodletting Swipe.
- Against spellcasters, it will attempt to grapple and silence them with a Claw attack.
If its lower half is found, it will desperately retreat to protect it. Destroying the lower body cripples its healing abilities, making it easier to kill.
Lair Actions (If in its Lair at Night)
On initiative count 20 (losing initiative ties), the Manananggal can use one of the following effects:
- Unnatural Darkness: Magical darkness spreads in a 30-foot radius, snuffing out nonmagical light for 1 minute.
- Echoing Whispers: Faint, ghostly voices fill the lair, causing creatures to make a DC 15 Wisdom save or be distracted, giving the Manananggal advantage on its next attack.
- Vampiric Mists: A sickly red mist swirls, healing the Manananggal for 20 HP at the start of its next turn unless radiant damage is dealt to it before then.
Treasure & Loot
If slain before sunrise, the Manananggal turns to ash, leaving behind:
- Blackened Fangs (Can be used to craft a +1 Vampiric Dagger)
- Bat-Wing Leather (Can be fashioned into a Cloak of the Nightstalker, granting +1 AC and advantage on Stealth in dim light)
- Cursed Heart of the Manananggal (A dark relic that can be used in necromantic rituals)
Encounter Balance
- CR 10 (5,900 XP)
- Ideal for mid-to-high level parties (levels 7-12).
- Best used in nighttime ambushes or lair-based encounters.
Manananggal
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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.
Manananggal CR 7
XP 3,200
CE Medium undead
Init +3; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 85 (10d8+40)
Fort +7, Ref +8, Will +10
DR 10/good or silver; Immune undead traits
Weaknesses light sensitivity, vulnerable to light blades
OFFENSE
Speed 30 ft., fly 100 ft. (good)
Melee bite +11 (1d8+4), 2 claws +12 (1d8+4 plus grab)
Special Attacks blood drain (1d2 Constitution)
Spell-Like Abilities (CL 9th; concentration +13)
At will—bleed (DC 14), dancing lights, touch of fatigue (DC 14)
3/day—darkness, deep slumber (DC 17), fear (DC 18)
STATISTICS
Str 19, Dex 17, Con —, Int 12, Wis 16, Cha 19
Base Atk +7; CMB +11 (+15 grapple); CMD 25
Feats Deceitful, Dodge, Flyby Attack, Lightning Reflexes, Weapon Focus (claws)
Skills Bluff +18, Disguise +21, Fly +16, Knowledge (religion) +11, Perception +16, Sense Motive +11, Spellcraft +6
Languages Abyssal, Common
SQ separate
SPECIAL ABILITIES
Separate (Su)
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.
Vulnerable to Light Blades (Ex)
Light blades (such as daggers, kamas, kukris, rapiers, short swords, sickles, and starknives) deal double the weapon’s base damage on a successful hit against a manananggal.
ECOLOGY
Environment any land
Organization solitary or pack (2-6)
Treasure standard
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.