Ningyo
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.
Ningyo CR 1 |
XP 400 NE Small monstrous humanoid (aquatic) Init +1; Senses Perception +2 |
Defense |
AC 13, touch 12, flat-footed 12 (+1 Dexterity, +1 natural, +1 size) hp 13 (2d10+2) Fort +1, Ref +4, Will +5 |
Offense |
Speed 20 ft., Swim 40 ft. Melee 2 claws +2 (1d3-1), bite +2 (1d4-1) Special Attacks group grapplers |
STATISTICS |
Strength 8, Dexterity 13, Constitution 12, Intelligence 6, Wisdom 15, Charisma 11 Base Atk +2; CMB +2; CMD 11 Feats Agile Maneuvers Skills Stealth +10, Swim +12 SQ nocturnal undeath, poison flesh |
ECOLOGY |
Environment warm oceans Organization solitary, pair, or shoal (3-22) Treasure standard |
SPECIAL ABILITIES |
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. |
Ningyo, undead
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.
Ningyo, undead CR 1 |
XP 400 NE Small undead (aquatic) Init +1; Senses Perception +2 |
Defense |
AC 14, touch 12, flat-footed 13 (+1 Dexterity, +2 natural, +1 size) hp 15 (2d8+6) Fort +3, Ref +1, Will +5 Immune undead traits |
Offense |
Speed 10 ft., Swim 20 ft. Melee 2 claws +3 (1d3+1), bite +3 (1d4+1) Special Attacks group grapplers, startle |
Statistics |
Strength 12, Dexterity 13, Constitution – , Intelligence 5, Wisdom 15, Charisma 16 Base Atk +1; CMB +1; CMD 12 Feats Step Up Skills Stealth +9, Swim +10 SQ nocturnal undeath, poison flesh |
Ecology |
Environment any aquatic or land Organization solitary, pair, or exhibit (3-15) Treasure none |
Special Abilities |
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. |