Mahahaa — The Deadly Tickler of the Inuit Arctic

A thin giggle travels across the sea ice. The hunter sees no one until a barefoot figure comes round the pressure ridge, its skin blue with cold and its white eyes almost lost beneath black hair. Long fingers lift towards his throat. It smiles wider when he tries to run.

Mahahaa, a thin blue-skinned Arctic creature with a frozen grin and long clawed fingers
Mahahaa — the grinning pursuer of the Arctic ice.

Mahahaa Statistics

Mahahaa — D&D 2024

Medium Undead, Chaotic Evil · CR 7 (2,900 XP; PB +3)

AC 16 (ice-hardened skin); Initiative +4 (14); HP 110 (13d8 + 52); Speed 40 ft., Climb 40 ft. (icy surfaces only).

STRDEXCONINTWISCHA
16 (+3)18 (+4)18 (+4)12 (+1)10 (+0)16 (+3)

Saving Throws Dex +7, Con +7, Wis +3; Skills Athletics +6, Perception +3, Stealth +10, Survival +3; Damage Resistances Necrotic; Damage Immunities Cold, Poison; Damage Vulnerability Fire; Condition Immunities Exhaustion, Poisoned; Senses Darkvision 60 ft., Passive Perception 13; Languages understands the languages it knew in life but speaks only in laughter.

Traits

Icewalking. The Mahahaa can traverse icy surfaces, including vertical ice, without an ability check; ice and snow do not cost it extra movement.

Foolish Delight. A creature that speaks to the Mahahaa and offers a last drink beside a hole in the ice can attempt a DC 14 Charisma (Deception) check. On success, the Mahahaa uses its movement to lean over the water rather than attack on its next turn. The trick only succeeds once per encounter. Shoving it into a running current uses the ordinary Shove rules. While submerged in fast-moving water, it has Disadvantage on Strength (Athletics) checks to swim or resist the current and cannot maintain Tickling Touch; at the beginning of its turn it must succeed on a DC 14 Strength saving throw or be carried 20 ft. downstream. Still water does not produce this displacement.

Trapper of Ice. As an Action, the Mahahaa can shape nonmagical ice or packed snow within 30 ft. into a hole, a narrow ledge, or a waist-high barrier occupying at most a 10-foot cube. It cannot instantly freeze a living creature or a flowing river. A barrier has AC 12 and 15 HP.

Actions

Multiattack. The Mahahaa makes two Claw attacks and one Bite attack, or one Tickling Touch attack.

Claw. Melee Attack Roll: +7, reach 5 ft., one target. Hit: 11 (2d6 + 4) Slashing damage.

Bite. Melee Attack Roll: +7, reach 5 ft., one target. Hit: 10 (1d10 + 4) Piercing damage plus 4 (1d8) Cold damage.

Tickling Touch. Melee Attack Roll: +7, reach 5 ft., one living creature. Hit: The Mahahaa grapples the target (escape DC 15). The target must succeed on a DC 15 Wisdom saving throw or fall Prone and have the Incapacitated condition while the grapple persists. At the end of each of its turns it repeats this saving throw, ending the unnatural laughter and the grapple on success; that creature is then immune to this Mahahaa’s Tickling Touch for 24 hours. While the victim is incapacitated by the laughter, it takes 10 (3d6) Necrotic damage whenever the Mahahaa uses Maintain Tickle. If the Mahahaa loses the grapple, the effect ends immediately.

Cackle (1/Day). Each creature of the Mahahaa’s choice within 30 ft. that can hear it makes a DC 15 Constitution saving throw. On failure, it takes 22 (5d8) Thunder damage and is Stunned until the end of its next turn; on success, it takes half damage and is not stunned.

Frozen Sorcery. Spellcasting ability Charisma (spell save DC 14, +6 to hit with spell attacks). The Mahahaa casts one of the following spells without Material components: 3/day Fog Cloud; 1/day each Ice Storm, Wall of Ice. It uses the spell’s normal casting time and duration.

Bonus Actions

Maintain Tickle. While grappling a living creature that failed its Tickling Touch save, the Mahahaa renews the hold with its long fingers, dealing the damage stated above. If it fails to maintain the touch by the end of its turn, the magical laughter ends, though an otherwise legal grapple can continue.

Mahahaa — D&D 2014

Medium Undead, Chaotic Evil · CR 7 (2,900 XP)

AC 16 (ice-hardened skin); HP 97 (13d8 + 39); Speed 40 ft., Climb 40 ft. (icy surfaces only).

STRDEXCONINTWISCHA
16 (+3)18 (+4)16 (+3)12 (+1)10 (+0)16 (+3)

Saving Throws Dex +7, Con +6, Wis +3; Skills Athletics +6, Perception +3, Stealth +10, Survival +3; Damage Resistances Necrotic; Damage Immunities Cold, Poison; Damage Vulnerability Fire; Condition Immunities Exhaustion, Poisoned; Senses Darkvision 60 ft., Passive Perception 13; Languages understands the languages it knew in life but speaks only in laughter.

Traits

Icewalking. The Mahahaa can traverse icy surfaces, including vertical ice, without an ability check; ice and snow do not cost it extra movement.

Foolish Delight. A creature that speaks to the Mahahaa and offers a last drink beside a hole in the ice can attempt a DC 14 Charisma (Deception) check. On success, the Mahahaa uses its movement to lean over the water rather than attack on its next turn. The trick only succeeds once per encounter. Shoving it into a running current uses the ordinary Shove rules. While submerged in fast-moving water, it has Disadvantage on Strength (Athletics) checks to swim or resist the current and cannot maintain Tickling Touch; at the beginning of its turn it must succeed on a DC 14 Strength saving throw or be carried 20 ft. downstream. Still water does not produce this displacement.

Trapper of Ice. As an action, the Mahahaa can shape nonmagical ice or packed snow within 30 ft. into a hole, a narrow ledge, or a waist-high barrier occupying at most a 10-foot cube. It cannot instantly freeze a living creature or a flowing river. A barrier has AC 12 and 15 HP.

Actions

Multiattack. The Mahahaa makes two Claw attacks and one Bite attack, or one Tickling Touch attack.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) Slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Piercing damage plus 3 (1d6) Cold damage.

Tickling Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one living creature. Hit: The Mahahaa grapples the target (escape DC 15). The target must succeed on a DC 15 Wisdom saving throw or fall Prone and be incapacitated while the grapple persists. At the end of each of its turns it repeats this saving throw, ending the unnatural laughter and the grapple on success; that creature is then immune to this Mahahaa’s Tickling Touch for 24 hours. While the victim is incapacitated by the laughter, it takes 10 (3d6) Necrotic damage whenever the Mahahaa uses Maintain Tickle. If the Mahahaa loses the grapple, the effect ends immediately.

Cackle (1/Day). Each creature of the Mahahaa’s choice within 30 ft. that can hear it makes a DC 15 Constitution saving throw. On failure, it takes 22 (5d8) Thunder damage and is stunned until the end of its next turn; on success, it takes half damage and is not stunned.

Frozen Sorcery. Spellcasting ability Charisma (spell save DC 14, +6 to hit with spell attacks). The Mahahaa casts one of the following spells without Material components: 3/day Fog Cloud; 1/day each Ice Storm, Wall of Ice. It uses the spell’s normal casting time and duration.

Bonus Actions

Maintain Tickle. While grappling a living creature that failed its Tickling Touch save, the Mahahaa renews the hold with its long fingers, dealing the damage stated above. If it fails to maintain the touch by the end of its turn, the magical laughter ends, though an otherwise legal grapple can continue.

Mahahaa — Pathfinder 1e

CE Medium Undead (Cold) · CR 9 (XP 6,400)

Init +6; Senses Darkvision 60 ft., Perception +15.

Defence

AC 25, Touch 16, Flat-Footed 19 (+6 Dex, +9 Natural); HP 97 (13d8 + 39); Fort +7, Ref +12, Will +7; Immune Cold and Undead traits; Vulnerable Fire.

Offence

Speed 40 ft.; Melee 2 Claws +15 (1d6+4), Bite +15 (1d6+4 plus 1d6 Cold), or Touch +15 (Tickling Touch); Special Attacks Cackle, Tickling Touch.

Spell-Like Abilities CL 13th, Concentration +16; At will—Ice Shape; 3/day—Fog Cloud; 1/day—Ice Storm, Wall of Ice (DC 16).

Statistics

STRDEXCONINTWISCHA
19 (+4)22 (+6)— (—)13 (+1)8 (−1)17 (+3)

BAB +9; CMB +13 (+15 Trip); CMD 29 (31 vs. Trip); Feats Combat Expertise, Improved Trip, Lightning Reflexes, Lunge, Nimble Moves, Step Up, Weapon Finesse; Skills Acrobatics +19 (+23 when jumping), Climb +17, Craft (Traps) +14, Perception +15, Stealth +22, Swim +0; Racial Modifiers −4 Swim; Languages Common (understands, seldom speaks); SQ Icewalking.

Environment Cold mountains and Arctic ice (northern Baffin Island); Organisation Solitary; Treasure Standard.

Special Abilities

Cackle (Su). Once per day as a Standard Action, the Mahahaa emits a 30-ft.-radius burst of violent laughter. All creatures in the area take 5d8 Sonic damage and are Stunned for 1 round. A DC 19 Fortitude save halves damage and negates Stunning; the DC is Charisma-based.

Ice Shape (Sp). Functions as Stone Shape, but affects only ice or compacted snow. This is a 4th-level equivalent effect.

Icewalking (Ex). The Mahahaa can climb icy surfaces as if under Spider Climb. It can move, run and charge at full speed on ice without Acrobatics checks.

Tickling Touch (Su). As a Standard Action, the Mahahaa makes a melee Touch attack against a living creature. On a failed DC 19 Will save, the target falls Prone, can take no ordinary actions and gains two Negative Levels at the beginning of each turn the Mahahaa maintains contact. The Mahahaa must remain touching the victim and uses a Swift Action every subsequent turn to continue. The victim may devote its Full-Round Action exclusively to another DC 19 Will save despite the laughter; success ends this hold and grants immunity to this individual’s touch for 24 hours. The DC is Charisma-based. Breaking contact ends the continuing drain.

River Escape. With Swim +0 and no Swim speed, the Mahahaa can be swept from the ice by a strong current. The ordinary Swim, bull rush and water hazard rules adjudicate this escape; the creature does not automatically dissolve in water.

Mahahaa — D&D 3.5e

Medium Undead (Cold), Chaotic Evil · CR 9

Hit Dice 13d12 (84 HP); Initiative +6; Speed 40 ft.; AC 25 (+6 Dex, +9 Natural), Touch 16, Flat-Footed 19; BAB/Grapple +6/+10; Space/Reach 5 ft./5 ft.; Fort +4, Ref +12, Will +7.

Attack Claw +12 melee (1d6+4) or Touch +12 melee touch (Tickling Touch); Full Attack 2 Claws +12 (1d6+4 each) and Bite +10 (1d6+2 plus 1d6 Cold); Special Attacks Cackle, Tickling Touch; Special Qualities Cold Subtype, Darkvision 60 ft., Icewalking, Undead Traits.

Ability Scores

STRDEXCONINTWISCHA
19 (+4)22 (+6)— (—)13 (+1)8 (−1)17 (+3)

Skills Balance +16, Climb +16, Hide +20, Listen +14, Move Silently +20, Spot +14, Swim +0; Feats Combat Expertise, Improved Trip, Lightning Reflexes, Multiattack, Weapon Finesse; Languages understands the speech known in life; Environment Arctic ice and snow; Organisation Solitary; Treasure Standard.

Spell-Like Abilities (CL 13th, Charisma-based): At will—Ice Shape (as Stone Shape, affects ice only); 3/day—Fog Cloud; 1/day each—Ice Storm and Wall of Ice (save DC 17 where applicable).

Special Abilities

Cackle (Su). Once per day as a Standard Action, Mahahaa’s laughter blasts a 30-ft. radius for 5d8 Sonic damage and Stuns creatures for one round. A DC 19 Fortitude save halves the damage and negates Stun. The DC is Charisma-based.

Icewalking (Ex). The Mahahaa scales ice as if affected by Spider Climb and treats snow-covered and icy ground as firm footing. It need not make Balance checks to run or charge on ice.

Tickling Touch (Su). As a Standard Action, a Mahahaa makes a melee Touch attack against a living creature. Failure on a DC 19 Will save causes helpless laughter and the Prone condition. While maintaining physical contact with a Swift Action each succeeding round, the Mahahaa inflicts two Negative Levels per round. Despite being unable to act otherwise, the victim may spend a Full-Round Action on a new Will save to break the effect; success gives immunity to this Mahahaa’s Tickling Touch for 24 hours. An ally can also end the drain by pushing the Mahahaa away. The DC is Charisma-based.

Cold Subtype. Immunity to Cold and vulnerability to Fire; the creature is not immune to rushing water. It is a poor swimmer (Swim +0) and is displaced by the current according to the normal Swim and water hazard rules.

Undead Traits. No Constitution; immune to Poison, Sleep, Paralysis, Stunning, mind-affecting effects and other effects excluded by the Undead type.

Laughter on the Ice

A party returning across the ice hears laughter coming from behind the ridge. No one has passed them. Beyond the next drift lies an abandoned sled, its lashings cut and its runner broken. A hunter has fallen beside it with his mouth drawn into a fixed grin. There are barefoot prints in the snow, narrow and deep, leading towards the open water.

Mahahaa is a small, sinewy thing whose strength belies its frame. It moves barefoot through bitter cold, its blue skin untouched by the wind and its long hair whipping across pale eyes. Thin fingers end in nails that hook around a victim’s ribs. Its laughter begins before it reaches its prey. When it catches a lone traveller, it holds them fast and tickles until the laughter becomes anguish and the victim’s breath fails.

The creature is dangerous but readily deceived. When invited to drink before killing, Mahahaa may stoop towards a hole in the ice, so intent upon the joke that it misses the hands ready to shove it into the current. It is strong on the ice and poor in the water. A river beneath the floes can carry it out of reach, though the tale does not guarantee that it will never return.

Tracks, Warnings and Habits

  • High, thin giggling on a windless stretch of ice, followed by silence when the party calls out
  • Deep barefoot tracks where no traveller would willingly remove their boots
  • A traveller left dead with an unnaturally wide grin and bruises beneath the arms
  • A newly cut crevasse or treacherous path leading to a hidden place where the creature can strike
  • A water hole close enough to a safe ridge that a companion could reach and push the creature

Hunting and Battle

Before it attacks. Mahahaa follows the rearmost traveller, lingering behind ridges and snowdrifts. If the party keeps together, it seeks a way to split them: a short-lived bank of fog, a broken ice step or a threat from behind a cairn. The creature laughs at its own success and often exposes its hiding place with that sound.

Its first touch. It reaches with hooked fingers rather than leading with its teeth. The victim’s muscles seize in laughter, and the creature clings with grim delight as vitality fades. A trapped companion must be freed immediately; the longer the grip lasts, the more dangerous the encounter becomes.

When opposed. If the company closes ranks, Mahahaa may release a cracking, thunderous cackle and flee to a higher lip of ice. It claws and bites those who surround it, but it does not possess the patience to test every lie offered by desperate prey. The wrong-footed monster can be distracted long enough for someone to reach the water’s edge.

Countermeasures. Keep rope between companions on treacherous ground, watch the last person in the line and break a victim free from the hooked fingers. Offer a last drink at the water hole, then shove the distracted Mahahaa into running water. The current does the work: it is not a sacred weakness or a universal instant kill. Falling through ice also threatens the rescuers, so they need a rope, firm footing and a way back to camp.

Three Encounters

The Last Cup. A hunter has been found with a smile that does not belong on the face of the dead. His companion is missing, and fresh barefoot prints lead towards a hole where the current runs fast beneath thin ice. The party can track the giggles, lure the creature to the water and rescue the missing traveller before the second attack. A broken rope left beside the hole hints that someone attempted the same trick before.

The Far Side of the Ridge. Two travelling parties seek shelter during worsening weather. One fears the sound behind the snow ridge; the other accuses them of concealing a murderer. The creature is not a person from either camp. Its prints and the rigid grin of a dead sled-driver reveal the real danger. Keeping the groups together is more effective than dividing them to search the ice.

The Hunter Who Heard Laughter. A young hunter reaches a coastal shelter after abandoning his catch and his companion. He heard a child’s giggle where nobody stood and saw a blue figure rising on the ridge. His missing companion may yet live. The party must cross a shattered ice field, secure the stranded hunter and either fight the Mahahaa or lead it towards a nearby open channel. A victory won without securing the return route may strand the rescuers as surely as the monster would.

After the Encounter

Mahahaa carries little worth taking. Its tracks and the condition of its victims tell more than its possessions. The living must still reach shelter, recover those lost on the ice and avoid leaving another isolated traveller to the laughter. The strongest ending is one in which the company returns together.

Origins, Rules and Credits

Mahahaa (also written Mahaha and Qungalukkakkiit) belongs to Inuit storytelling of the Arctic, particularly accounts collected in the North Baffin and Nunavut region. Its blue skin, long nails, fatal tickling, giggling approach and vulnerability to a simple trick at running water are described by the Inuit Art Foundation and in material published by Inuit Mythology. See also The Shadows that Rush Past teaching guide, which credits Neil Christopher’s retelling. These descriptions do not establish that Mahahaa was once human or punished by the gods.

The site’s Undead interpretation, its ice-shaping traps, level-draining Tickling Touch and spell-like powers come from the credited independent Pathfinder creature published in Creature Codex, “Mahaha” (2017, demiurge1138). That game adaptation is not an original ancient Inuit claim and is not an official Paizo Bestiary entry. The D&D 2024, D&D 2014 and D&D 3.5e mechanics here are original conversions; the Pathfinder statistics preserve the Creature Codex monster’s distinct abilities and 13 Hit Dice, with the hit-point expression normalised to the listed 97 HP. The original contributor’s republication licence has not been independently established.

Other dangers of the northern seas are described in the North American Bestiary. Read the Arctic Climate rules before running an encounter on unstable ice, and return to the Undead Bestiary for related creatures. The painted hero is a pre-existing SpiralWorlds illustration retained for this entry; the Qikiqtani Inuit Association image formerly hotlinked in the old stat block is not reproduced here.

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