ManananggalCreature 8
Source Pathfinder #166: Despair on Danger Island
Perception +16 (darkvision)
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 (darkvision)
Speed 30 feet (fly 80 feet)
Weaknesses Slashing 8
Claws +18 (+14, +10) to hit (agile, magical) 2d8+9 Slashing
Jaws +18 (+13, +8) to hit (magical) 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-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Light BlindnessWhen 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.
Separated BodyA manananggal typically resembles a living humanoid. It doesn't appear as an aberration at first glance and receives a +4 status bonus to its Deception DC when Impersonating a humanoid. At any time but especially at night, a manananggal can, as a three-action activity with the manipulate trait, rip its upper torso from its bottom half, leaving the lower torso limp and helpless but allowing the upper torso to fly free. A manananggal can separate its body at any time, but it risks further damage if it does 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 points of damage until it reattaches its upper and lower torsos or is destroyed, whichever comes first.
Blood DrainRequirements The manananggal has a creature grabbed.
Effect The manananggal drives its tongue into the grabbed creature to drink its blood. This deals 4d6 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).
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Innate Occult Spells (DC 26, +18 to hit)
Cantrips (4th Level): Dancing Lights
1st Level: Ray of Enfeeblement
2nd Level: Darkness
3rd Level: Fear
4th Level: Sleep
Manananggals are wicked monsters that live as humanoids during the day but feed upon them 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 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 tanngals, 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
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.