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ManananggalCreature 8


Medium​Aberration​Tanggal​
Source Pathfinder Lost Omens Tian Xia World Guide
Perception +16 (darkvision, light blindness)
Languages Aklo, Common
Skills Acrobatics +18, Deception +16, Religion +13
Str +5, Dex +5, Con +2, Int +1, Wis +3, Cha +4

AC 26; Fort +14; Reflex +17; Will +19;
HP 180
Speed 30 feet
Weaknesses Slashing 8

Claws One Action +18 (+14, +10) to hit (agile, magical) 2d8+9 Slashing
Jaws One Action +18 (+13, +8) to hit (magical, unarmed) 2d10+9 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-rank Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Blood Drain One Action

Requirements The manananggal has a creature Grabbed


Effect The manananggal drives their tongue into the grabbed creature to drink its blood. This deals 4d6 untyped damage, and the manananggal gains temporary Hit Points equal to the damage dealt. A creature whose blood is drained by a manananggal is Drained 1 until it receives healing (of any kind or amount).

Separated Body

A manananggal typically resembles a living humanoid. They don't appear as an aberration at first glance and receive a +4 status bonus to their Deception DC when Impersonating a humanoid. At any time, but especially at night, a manananggal can, as a 3-action activity with the manipulate trait, rip their upper torso from their bottom half, leaving the lower torso limp and helpless but allowing the upper torso to fly free. A manananggal can separate their body at any time, but they risk further damage if they do so during the day.

The manananggal's upper and lower halves share the same pool of HP. If its lower half is damaged, the manananggal is immediately aware of the attack. Each minute a manananggal remains separated after sunrise and before sunset, it takes 2d6 untyped points of damage until it reattaches its upper and lower torsos or is destroyed, whichever comes first.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Occult Innate Spells (DC 26, +18 to hit)

Cantrips (4th Level): Light
1st Level: Enfeeble, Fear, Sleep
2nd Level: Darkness


Manananggals are wicked monsters that live as humanoids during the day but feed upon people at night. To hide their depravities, these beings disguise themselves as everyday people—typically recluses or eccentrics—and use their proximity to a community to pick out their next targets before striking under cover of night. Manananggals use their long, hollow tongues to drain victims' blood from vital organs such as the liver, and the resulting odd drainage marks make it difficult to determine the exact nature of a victim's death. This mystery typically leads to confusion, terror, and mistrust among communities, which most manananggals savor. While they fly, manananggals make a distinctive ticking sound, leading some to refer to the creatures as "tik-tiks," and badly affected communities descend into fearful chaos at the first reports of this telltale noise.

Manananggals share their cannibalistic, body-separating traits with other types of tanggals, such as penanggalans, though a number of characteristics set them apart. For instance, whereas penanggalans relish vinegar and even bathe in the substance, manananggals abhor the merest scent of it.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.

Tanggal

This family of cannibalistic aberrations consists of various humanoid-shaped creatures that can separate their body into two pieces while hunting.