PenanggalanCreature 5
Source Pathfinder Bestiary 3
Perception +11 (darkvision)
Languages Aklo, Common
Skills Deception +14, Intimidation +12, Lore +9, Stealth +14
Str +3, Dex +5, Con +2, Int +0, Wis +2, Cha +5
AC 22; Fort +9; Reflex +16; Will +11;
HP 83
Speed 0 feet (fly 40 feet)
Weaknesses Slashing 5
Proboscis Tongue +14 (+9, +4) to hit (finesse) 2d6+5 Piercing
Entrails +14 (+9, +4) to hit 2d4+5 Bludgeoning
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.
Spewing BileWhen the penanggalan takes slashing damage, their wound spews bile on adjacent creatures, dealing 2d10 poison damage (DC 19 basic fortitude save).
The penanggalan loses their spewing bile and penanggalan bile abilities until the end of their next turn.
Constrict2d4+3 bludgeoning, DC 21 basic fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Elongate TongueThe penanggalan's tongue extends, the membrane stretching and becoming translucent. Until the end of the turn, the penanggalan's proboscis tongue Strikes have a 10-foot reach, and any target is Flat-Footed against the Strike unless it has a Perception DC of 22 or higher or the ability to precisely sense Invisible things.
Penanggalan Bile (disease)Rest doesn't decrease the drained value from penanggalan bile
Saving Throw DC 19 fortitude
Stage 1 Drained 1 (1 week)
Stage 2 Drained 2 (1 week)
Stage 3 Drained 3 (1 week)
Stage 4 dead
Ride Corpse (concentrate, polymorph, transmutation)The penanggalan inserts their entrails into their humanoid body, allowing them to appear as and move about like a normal human. The body has 10 Hit Points and the same defenses as the penanggalan.
When the body is destroyed, the penanggalan is ejected unharmed. The body becomes a corpse, and if it is neither controlled by the penanggalan nor stored in an alchemical vat, it decays as normal.
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.
Penanggalans feed on the blood and entrails of the young. When their cannibalistic hunger strikes, penanggalans bathe their bodies in an alchemical substance that smells like vinegar. Once submerged in the concoction, their neck rips from side to side, allowing their head to float upward and pull out their lungs, stomach, and intestines. They leave their bodies in the vinegar bath much like a molting crab leaves its old shell, then fly off to find a victim filled with blood and guts.
As grotesque as these creatures are when hungry, the penanggalan appears young and healthy while wearing their body. Such is the nature of their existence: they consorted with otherworldy beings, gaining a lifetime of youth in exchange for an evil hunger for the young. But they are not immortal. They age and die normally like the people they once were-they just retain their youthfulness throughout this existence.
It can be difficult to spot a penanggalan among the populace. The faint scar ringing their neck at the point of separation can be explained away as a blemish, and it can be hidden under a flashy necklace. Meanwhile the faint, sour scent of a penanggalan's preserved body, while peculiar, is not uncommon in the sweaty tropics they frequent.
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.