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).