“Discover the Terrifying Truth Behind Ningyos: The Mermaid Monsters That Grant Immortality—at a Deadly Cost!”
Ningyos are mystical creatures from Japanese folklore, resembling a blend of human and fish, though they are far from the enchanting mermaids of Western myth. Their appearance is both ethereal and unsettling: they have a small, human-like face with features that can vary from eerily beautiful to grotesquely distorted.
Their body is covered in shimmering golden scales, and their eyes, wide and dark, glisten with a strange intelligence. Their mouths, often compared to a monkey’s, are filled with small, sharp teeth. Their voice is soft and haunting, sometimes described as similar to the sound of a skylark or a flute. Ningyos are typically only a few feet in length, but their presence carries immense weight in the lore of the sea.
Behavior and Habitat
Ningyos dwell in coastal waters and deep seas, often hidden in quiet, remote stretches of ocean. They are rarely seen by humans, and encountering one is considered both a blessing and a curse. While their flesh is said to bestow eternal life upon those who consume it, catching or killing a Ningyo is an omen of great misfortune. Fishermen who accidentally catch one are known to throw it back into the sea out of fear that keeping it would bring storms, illness, or even war.
Ningyos are solitary and elusive, surfacing only in moments of great importance or tragedy. A Ningyo washing ashore is often seen as a harbinger of calamity, a warning from the sea to mankind. Despite their delicate voices and small size, their presence is deeply unnerving.
Modus Operandi
Ningyos do not actively seek out conflict with humans, but they bring trouble nonetheless. When provoked or captured, they exhibit supernatural abilities, potentially causing natural disasters like storms to protect themselves or to exact revenge. They are largely passive, feeding on smaller sea life and rarely engaging with humans unless threatened.
Those unlucky enough to witness a Ningyo washed ashore often face personal or community-wide catastrophe. Their bodies are considered sacred, and any desecration can lead to disastrous consequences, including widespread famine, plague, or conflict.
Motivation
Ningyos embody the mysterious and unpredictable nature of the sea. They are not malicious in a traditional sense, but their very existence is tied to powerful forces of nature. Their flesh holds the promise of immortality, but this temptation is balanced by the extreme risks of encountering them. Ningyos are enigmatic creatures, their motivations often incomprehensible to humans, as they seem to act as intermediaries between the ocean’s depths and the world of men—symbols of the ocean’s beauty, danger, and mystery.
Ningyo 5e
Ningyo Pathfinder
Ningyo
Small Monstrosity (Aquatic), Neutral Evil
Armor Class 13 (Natural Armor) Hit Points 33 (6d6 + 12) Speed 20 ft., Swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
14 (+2)
10 (+0)
16 (+3)
12 (+1)
Saving Throws Dex +4, Wis +5 Skills Perception +7, Stealth +6 Senses Darkvision 60 ft., Passive Perception 17 Languages Aquan, Common Challenge 3 (700 XP)
Amphibious.
The Ningyo can breathe both air and water.
Curse of Longevity.
Any creature that consumes part of the Ningyo’s flesh, whether willingly or not, is cursed. The creature gains unnatural longevity, aging only 1 year for every 10 that pass. However, it also suffers from a permanent feeling of sorrow and loss, represented by a -2 penalty to all Charisma saving throws. This curse can only be removed by a Greater Restoration spell or similar magic.
Omen of Calamity.
If a Ningyo is killed or captured, it brings misfortune to those who have done so. A group or settlement that captures or kills a Ningyo will face severe storms, floods, or other natural disasters within 1d4 days unless a successful DC 18 Religion check is made to appease the forces of nature.
Actions
Multiattack. The Ningyo makes two attacks: one with its claws and one with its bite.
Claw.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failed save, the target is poisoned for 1 minute. While poisoned this way, the target cannot regain hit points.
Lure (Recharge 5-6). The Ningyo sings a haunting melody, targeting one creature within 30 feet that can hear it. The target must succeed on a DC 14 Wisdom saving throw or be charmed by the Ningyo for 1 minute. While charmed in this way, the target is compelled to approach the Ningyo, walking into water if necessary. If the target takes damage or if it ends its turn further than 30 feet away from the Ningyo, the charm ends.
Cursed Flesh (1/Day). The Ningyo can offer a piece of its flesh to a willing or incapacitated creature. If the creature consumes the flesh, it regains hit points equal to 1d8 + 3 (the effects of Cure Wounds). However, the creature must succeed on a DC 15 Constitution saving throw or be cursed with the Curse of Longevity. This curse forces the creature to endure unnaturally long life while experiencing increasing physical pain and eventual madness. Each long rest, the cursed creature must succeed on a DC 15 Wisdom saving throw or suffer 1d6 psychic damage as the burden of its prolonged life weighs heavily on its mind.
Tactics
Ningyos are deceptive and manipulative, rarely engaging in direct combat unless cornered. They prefer to use their Lure ability to draw prey into the water, where they can easily overwhelm them with claw and bite attacks. Their poisonous bite adds a layer of danger, as it prevents healing and can quickly turn the tide of battle. In groups, Ningyos will attempt to swarm larger foes, using their natural aquatic speed to drag enemies into deeper waters.
If seriously threatened, the Ningyo may use its Cursed Flesh ability to offer a deceptive “healing” gift to an unwary foe, cursing them while also healing itself. Given their Omen of Calamity ability, a Ningyo’s death is something that wise adversaries try to avoid, knowing the supernatural disasters that may follow.
This hideous sea monstrosity combines the most ferocious features of simian and carp, its fish-like tail sprouting a grotesquely primitive humanoid torso, head, and limbs. Although little more than 2 feet long, the nasty thing gibbers wildly as it gnashes its curling fangs and swipes at prey with webbed claws.
Ningyo it is described with a mouth like a monkey’s, small teeth like a fish’s, shining golden scales, and a quiet voice like a skylark or a flute. Its flesh is pleasant-tasting, and anyone who eats it will attain remarkable longevity. However, catching a ningyo was believed to bring storms and misfortune, so fishermen who caught these creatures were said to throw them back into the sea. A ningyo washed onto the beach was an omen of war or calamity.
Group Grapplers (Ex) Ningyos excel at swarming over foes, dragging them down to drown or tearing them to bits with their tiny claws and jaws. Ningyos gain a +2 bonus on checks to aid other ningyos. In addition, when a ningyo aids another ningyo in a grapple, it adds +2 on its ally’s grapple check and increases the amount of damage dealt by the grapple by +2. These bonuses on grapple checks and grapple damage stack when multiple ningyos aid in a grapple, up to a maximum of five ningyos.
Nocturnal Undeath (Su) The body of a ningyo never rests peacefully. One hour after dusk, an intact ningyo corpse reanimates, becoming an undead creature (its statistics changing from a ningyo to an undead ningyo). At dawn, the undead ningyo returns to a state of true death until the next night. undead-affecting effects like channel energy and detect undead have no effect on a ningyo corpse during the day. An undead ningyo always knows when the dawn is coming and uses the 15 minutes before daybreak to shelter itself as best it can. A ningyo missing any significant part of its body – a limb or more – does not animate at night, though it will if the missing body part is ever placed back in contact with its body. A ningyo corpse that is burned or torn apart to an extent that its pieces never meet again does not rise as an undead.
Poison Flesh (Ex) Any creature that uses a bite attack against a ningyo, swallows a ningyo whole, or otherwise consumes part of a ningyo exposes itself to the creature’s toxic flesh.
Ningyo Flesh: Ingested; save Fort DC 12; frequency 1 minutes; effect 1d2 Intelligence damage; cure 2 saves.
The repulsively fused features of a dried fish and desiccated humanoid combine in these monstrous remains. The crackle of tiny grinding bones and the hiss of parched scales whisper with every motion as the snarling miniature mummy drags its shriveled corpse forward.
Group Grapplers (Ex) Ningyos excel at swarming over foes, dragging them down to drown or tearing them to bits with their tiny claws and jaws. Ningyos gain a +2 bonus on checks to aid other ningyos. In addition, when a ningyo aids another ningyo in a grapple, it adds +2 on its allys grapple check and increases the amount of damage dealt by the grapple by +2. These bonuses on grapple checks and grapple damage stack when multiple ningyos aid in a grapple, up to a maximum of five ningyos.
Nocturnal Undeath (Su) The body of a ningyo never rests peacefully. One hour after dusk, an intact ningyo corpse reanimates, becoming an undead creature (its statistics changing from a ningyo to an undead ningyo). At dawn, the undead ningyo returns to a state of true death until the next night. undead-affecting effects like channel energy and detect undead have no effect on a ningyo corpse during the day. An undead ningyo always knows when the dawn is coming and uses the 15 minutes before daybreak to shelter itself as best it can. A ningyo missing any significant part of its bodya limb or moredoes not animate at night, though it will if the missing body part is ever placed back in contact with its body. A ningyo corpse that is burned or torn apart to an extent that its pieces never meet again does not rise as an undead.
Poison Flesh (Ex) Any creature that uses a bite attack against a ningyo, swallows a ningyo whole, or otherwise consumes part of a ningyo exposes itself to the creature’s toxic flesh.
Ningyo Flesh: Ingested; save Fort DC 12; frequency 1 minutes; effect 1d2 Intelligence damage; cure 2 saves.
Startle (Su) Any creature of 5 Hit Dice or fewer that is attacked by an undead ningyo in a surprise round must make a DC 14 Will save or be frightened for 1d4 rounds. If the subject succeeds on a Will save, it is shaken for 1 round. Whether or not the save is successful, the affected creature is immune to the same undead ningyo’s startle attack for 24 hours. Creatures with 6 or more HD are immune to this effect. This is a mind-affecting fear effect. The save DC is Charisma-based.