“Mangɣus: The Shape-Shifting Terror of the Central Asian Steppes”
“The Mangɣus, a shape-shifting ogre of the Central Asian steppes, prowls unseen with bloodshot eyes, ragged fangs, and a hunger for human flesh.”

“Shape-shifting ogres of the Central Asian steppes, the Mangɣus stalk the night with bloodshot eyes and ragged fangs, hunting humans and livestock through dark sorcery, cunning deception, and an unending hunger.”
Appearance
Mangɣus are towering, grotesque humanoids standing 8 to 10 feet tall, with mottled gray skin that hangs in sagging folds over powerful, elongated limbs. Their eyes burn red and bloodshot with a predatory gleam, and jagged, yellowed fangs protrude from wide, drooling maws. Their hides are scarred and tough as cured leather, marked by faint, shifting sigils that shimmer when they channel magic. Though brutish in form, their movements betray a disturbing intelligence—graceful, deliberate, and unnervingly human.
Behaviour
Mangɣus are cunning, solitary predators, though mated pairs sometimes hunt together across vast territories. They stalk the fringes of settlements and herding grounds, observing their prey for days before acting. While capable of savage violence, they prefer misdirection, illusion, and ambush, often toying with victims to sow panic. Mangɣus communicate through growls, gestures, and a guttural dialect of Giant, and some are known to understand local human or orcish tongues.
Habitat
Native to the open steppe, arid plains, and mountain fringes of Central Asia, Mangɣus claim large territories near trade routes, abandoned ruins, or grazing lands. They favor remote caves, hollows, or ruined forts as lairs—locations that afford both seclusion and visibility. Each lair is typically littered with bones, fetishes, and the remnants of victims, serving as both warning and lure.
Modus Operandi
Mangɣus hunt beneath moonlight or storm, often shape-shifting into human or animal forms to infiltrate herds, caravans, or war camps. They isolate the weak and fearful, striking with sudden bursts of brutal strength or dark magic. A Mangɣus prefers to terrify its prey before the kill, feeding on both flesh and the lingering dread it leaves behind. When forced into open battle, it fights like a predator-caster hybrid—launching arrows or spells from the shadows before closing in with tooth and claw.
Motivation
Driven by hunger, territorial instinct, and a deep-seated urge for dominance, Mangɣus view lesser beings as both food and playthings. They are not mindless killers, but calculating predators that test, learn, and adapt to the behaviors of their prey. Among orcish steppe tribes, tales claim the Mangɣus are “the spirits that forgot restraint”—kin twisted by power and cursed to eternal hunger. Whether true or not, every tribe knows the same rule: when the winds rise and the livestock go silent, the Mangɣus are near.
Mangɣus 5e 2024
Mangɣus, Pathfinder
Manggus 3.5
Mangɣus

Large monstrosity, chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 210 (20d10 + 100)
Speed: 40 ft., climb 20 ft., swim 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 14 (+2) | 19 (+4) | 12 (+1) | 15 (+2) | 13 (+1) |
Saving Throws: Str +11, Dex +7, Wis +7
Skills: Perception +7, Stealth +7, Intimidation +6
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Psychic
Condition Immunities: Charmed, Frightened
Senses: Darkvision 120 ft., Tremorsense 30 ft., passive Perception 17
Languages: Common, Giant
Challenge: 12 (8,400 XP)
Shapechanger.
The Mangɣus can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics remain the same in each form. Any equipment it is wearing or carrying is absorbed or borne by the new form.
Innate Spellcasting.
Charisma-based (spell save DC 14). Can innately cast:
- At will: Detect Magic, Disguise Self
- 3/day each: Fear (2nd-level), Darkness (2nd-level)
- 1/day each: Blight (4th-level), Phantasmal Killer (4th-level)
Actions
Multiattack. The Mangɣus makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Composite Bow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 13 (2d6 + 6) piercing damage.
Terrifying Howl (Recharge 5–6). Each creature of its choice within 30 ft. that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of its turns, ending the effect on itself on a success.
Disease Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage; target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute.
Reactions
Unnerving Reflex. When a creature the Mangɣus can see within 30 ft. makes an attack roll against it, the Mangɣus can impose disadvantage on that roll.
Legendary Actions
The Mangɣus can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
- Move. The Mangɣus moves up to half its speed without provoking opportunity attacks.
- Claw Attack. Makes one claw attack.
- Terrifying Glare (Costs 2 Actions). One creature within 30 ft. that can see the Mangɣus must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
Tactics
The Mangɣus prefers stealth, deception, and fear. It isolates prey using shapechanging, spells, and its composite bow to strike at range. In combat, it combines multiattack, Disease Touch, Darkness, and Phantasmal Killer to divide and terrify foes, using mobility and legendary actions to control the battlefield. If outmatched, it retreats strategically, relying on its resilience, cunning, and ranged attacks.
Mangɣus

Large Humanoid (Shapechanger), Chaotic Evil
CR: 12; XP: 19,200
Init: +2
Senses: Darkvision 120 ft.; Tremorsense 30 ft.; Perception +20
Aura: Terrifying Howl (Su) 30 ft., fear, DC 22
Defense
AC 28, touch 12, flat-footed 26 (+2 Dex, +16 natural)
HP 210 (20d10+100)
Fort +14; Ref +7; Will +10
DR 10/magic; Cold Resistance 10
Immune: Psychic, Poisoned
Vulnerable: Fire (2×)
Offense
Speed: 40 ft., climb 20 ft., swim 20 ft.
Melee: Bite +20 (3d10+6), Claw +20 (2d10+6)
Ranged: Composite Bow +17 (2d6+6 piercing, 150/600 ft.)
Special Attacks: Disease Touch (Su, 4d6 necrotic, Fort DC 22 or poisoned 1 min), Terrifying Howl (Su, 30 ft., Will DC 22, panicked 1 round +1/level), Fear (Sp, 2nd-level spell-like, 3/day, 30 ft. cone, DC 22)
Spell-Like Abilities (CL 10th; DC 22):
- At will: Detect Magic, Disguise Self
- 3/day: Darkness, Fear
- 1/day: Blight, Phantasmal Killer
Statistics
Str 23, Dex 14, Con 19, Int 12, Wis 15, Cha 13
Base Atk +15; CMB +22; CMD 34
Feats: Power Attack, Improved Initiative, Cleave, Great Fortitude, Combat Reflexes, Improved Sunder
Skills: Perception +20, Stealth +17, Intimidate +18, Climb +15, Swim +15
Special Abilities
Shapechanger (Su): Can polymorph into Small or Medium humanoids; physical stats unchanged; natural attacks and weapons usable.
Disease Touch (Su): Melee touch; 4d6 necrotic damage, poisoned Fort DC 22.
Terrifying Howl (Su): Fear effect in 30 ft. radius; usable 3 rounds per encounter.
Innate Spellcasting (Sp): Charisma-based, caster level 10th, DC 22.
Tactics
Mangɣus stalks prey using shapechanging, ranged attacks with its composite bow, and subterfuge. It isolates targets, employs fear effects and Darkness, and strikes with Bite, Claw, Disease Touch, or ranged attacks. Uses terrain and mobility to divide foes and retreats strategically if outmatched.
Ecology
Environment: Central Asian steppes, grasslands, sparse mountains
Organization: Solitary or bonded pair
Treasure: Standard (magical implements, trophies from victims)
Manggus

This hideous humanoid stands as tall as an ogre. Wrinkled folds of loose skin hang from its body. Two long fangs curve upward towards its eyes, while another pair juts down past its chin. Its bloodshot eyes weep drops of blood.
Originally Posted by Shade of the En World forums.
A manggus is a malevolent fey shapeshifter that terrorizes human settlements and feeds upon the residents. It relies on deception and Disguise to infiltrate these settlements, using its powers to take a leadership position. Once in power, it demands offerings and living sacrifices. If it cannot convince the humans to offer it tribute, a manggus instead stalks the fringe of the community, picking off travelers or assaulting outlying homes. A manggus will quickly move on to a new community if its ruse
is exposed or if food becomes scarce.
When a manggus takes a mate, it mates for life. Other than this union, manggi typically avoid others of their kind, as greater numbers increase their chances of being revealed to their prey.
A manggus stands 8 to 10 feet tall and weighs 450 to 550 pounds.
| Manggus (Greater Spirit) | |
| Large fey (Cold, Shapechanger) | |
| Hit Dice | 8d6+24 (52 hp) |
| Initiative | -1 |
| Speed | 40 ft. (8 squares) |
| Armor Class | 21 (-1 size, -1 Dexterity, +11 natural, +2 deflection), touch 10, flat-footed 21 |
| Base Attack/Grapple | +4/+13 |
| Attack | Maul +8 melee (2d8+7/x3) or bite +8 melee (2d6+7) |
| Full Attack | Maul +8 melee (2d8+7/x3) and bite +3 melee (2d6+7) |
| Space/Reach | 10 ft./5 ft. |
| Special Attacks | Change shape, detect thoughts, spell-like abilities |
| Special Qualities | Damage reduction 10/cold iron, immunity to cold, low-light vison, unearthly grace, vulnerability to fire |
| Saves | Fort +9, Ref +7, Will +8 |
| Abilities | Strength 21, Dexterity 8, Constitution 16, Intelligence 15, Wisdom 10, Charisma 15 |
| Skills | Bluff +15*, Diplomacy +17, Disguise +13* (+15 acting), Hide +2, Intimidate +17, Move Silently +3, Sense Motive +11, Listen +11, Spot +11 |
| Feats | Improved Natural Attack (Bite), Great Fortitude, Persuasive |
| Environment | Cold plains |
| Organization | Solitary or pair |
| Challenge Rating | 6 |
| Treasure | Standard |
| Alignment | Always chaotic evil |
| Advancement | 9-12 HD (Large) |
| Level Adjustment | +6 |
COMBAT
In its natural form, a manggus typically wields a great maul and bites with its oversized fangs. However, a manggus prefers to fight in the shape of a more powerful creature. Regardless of its form, a manggus fights fiercely in the first few rounds of combat as long as it retains the upper hand, but if the fight turns against it, a manggus flees or surrenders if those options are available. Otherwise, it fights to the death.
Change Shape (Su): A manggus can assume the shape of any Medium, Large, or Huge creature. The creature’s hit dice cannot exceed twice the manggus’ hit dice. The new form must be a creature that the manggus has personally seen. In a different form, the manggus loses its natural attacks, but gains all extraordinary and supernatural abilities of the new form. A manggus can remain in a form until it chooses to assume a new one.
A change in form cannot be dispelled, but a manggus reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. If the manggus takes fire damage from any source, it is immediately forced back into its natural form.
Detect thoughts (Su): A manggus can continuously use detect thoughts as the spell (caster level 8th; Will DC 16 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Spell-like abilities:
- At will–comprehend languages;
- 3/day–cause fear (DC 13), Contagion (+8 melee touch, DC 16). Caster level 8th. The save DCs are Charisma-based.
Unearthly Grace (Su): A manggus adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.
Skills: *When using its change shape ability, a manggus gains a +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
Originally found in The Horde Campaign Setting (1990).
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