Manengaal | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Manengaal CR: 3

Medium undead, chaotic evil
Armor Class: 14 (Natural)
Hit Points: 46 HP (4d8+28) 4d8+28
Speed: , fly: 40 ft , can hover

STR

14 +2

DEX

16 +3

CON

12 +1

INT

10 +0

WIS

12 +1

CHA

10 +0

Saving Throws: DEX +5
Skills: Deception +4; Intimidation +4
Damage Vulnerabilities: Radiant
Damage Resistances: Necrotic, Bludgeoning, Piercing, and Slashing (from non-magical attacks that aren't silvered)
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Poisoned
Senses: Darkvision (60ft. Passive Perception 11
Languages: Any it knew in life.
Challenge Rating: 3

Spellcasting Variant. A Manananggal with the Spellcasting Variant is CR 4, and its Charisma Ability score is increased to 16. The Manananggal's innate Spellcasting ability is Charisma (Spell Save DC 13), and it can cast the following spells, not requiring material components:

At will: Prestidigitation, Minor Illusion, Detect Magic, Ray of Sickness

1/day: Fear, Enthrall

2/day: Hold Person

3/day: Darkness, Ray of Enfeeblement, Hex


Blood Sense. The Manananggal knows the distance and direction of any enemy that doesn't have all its hit points, within 240 feet of it.   Severance. During the day, the Manananggal appears identical to a living humanoid, and does not register as undead to magical effects despite being an undead creature. At nightfall, the Manananggal must take its turn to change into its true form, at which point bat-like wings erupt from its back, sharp predatory teeth sprout from its mouth, and its torso brutally tears from its lower body. Its statistics, other than its movement speed, are the same in each form. Its lower torso remains standing upright, unmoving until its reconnects with its upper body, or until the upper body is killed. Its upper and lower torso share the same pool of hit points, and if the lower portion is damaged, then the upper portion is immediately aware of the attack. It takes a full turn for the two halves to reconnect. Holy water, ash, or silver dust can be smeared or sprinkled thoroughly on top of the standing lower torso to prevent the two halves from reconnecting ever again.   Sunlight Hypersensitivity. If the Manananggal has not reattached to its lower body by sunrise, it takes 15 radiant damage when it starts its turn in sunlight, and has disadvantage on Attack rolls and Ability Checks while in sunlight.   Undead Fortitude. If damage reduces the Manananggal to 0 hit points, it must make a Constitution saving throw equal to 5 plus the damage taken, unless the damage is from a silvered weapon, radiant, or a critical hit. On a success, the Manananggal drops to 1 hit point instead.

Actions

Multiattack (True Form Only). The Manananggal makes two attacks, one of which can be a Bite attack.   Bite (True form Only). Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one creature. Hit: 12 (2d8 + 3) 2d8+3 piercing damage plus 3 (1d6) 1d6 acid damage.   Claws. Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one target. Hit: 10 (2d6 + 3) 2d6+3 slashing damage. Instead of dealing damage, the Manananggal can grapple the target (escape DC 14).   Siphon Blood. Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one grappled target. Hit: 16 (3d8 + 3) 3d8+3 piercing damage. The Manananggal regains hit points equal to the damage taken by the target.   Bile Attack (Recharge 5-6, True Form Only). The Manananggal exhales acidic bile in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 14 (4d6) 4d6 acid damage on a failed save, and half as much damage on a successful one.   Some Mannanangaals have limited spellcasting abilities (see table below).


Created by

prestonthedm.

Statblock Type

Monster

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