Manananggal (5e Creature)
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Manananggal[edit]
Medium undead, chaotic neutral Armor Class 16 (natural armor)
Saving Throws Str +7, Cha +8 Deceptive Noises. The manananggal emits a clicking noise as it flies, which can be detected with a DC 12 Wisdom (Perception) check any round that it flies at least 5 feet. However, the noises echo strangely and are highly deceptive, growing quieter the closer the manananggal is to the listener, and seeming to come from other directions. Any creature that can hear the sounds must succeed on a DC 16 Wisdom saving throw or be disoriented by the sound, believing it to be coming from a random direction, and that the source of the noise is a number of feet away equal to 200 feet minus the actual distance (so, a listener 180 feet from the manananggal would believe it was roughly 20 feet away). Frightening Shriek. Whenever the manananggal rolls initiative, it may force each hostile creature that can see it to make a DC 16 Wisdom saving throw. On a failure, the creature is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends on it, it is immune to this manananggal's Frightening Shriek for 24 hours. Sadism. Whenever the manananggal deals damage to a creature that is frightened of it, it gains temporary hit points equal to half of the damage dealt. ACTIONSMultiattack. The manananggal makes two bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or become stunned until the end of its next turn. Tongue. Melee Weapon Attack: +7 to hit, reach 20 ft., one creature. Hit: 9 (2d8) necrotic damage, and the manananggal regains hit points equal to half of the damage dealt. BONUS ACTIONSShifty. The manananggal takes the Disengage action.
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During the day, a manananggal looks like a living human woman. It does not detect as undead during the day, but is still an undead creature. At night, its upper torso rips away, leaving her lower torso behind. By day, they tend to stay inside because of their light sensitivity. They mask this odd behavior by either living just outside villages as reclusive hermits or by obtaining roles within the community that explain away or justify their eccentricities. Manananggals pass themselves off as normal people, usually posing as mad old women, midwives, hedge witches, or mystics. This allows the undead creatures to select their prey from within the community. |
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