monster Manggus

Manggus


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Originally Posted by Shade
of the En World forums.

On
this Thread
























Manggus
(Greater Spirit)
Large
fey (Cold, Shapechanger)
Hit Dice 8d6+24
(52 hp)
Initiative -1
Speed 40 ft.
(8 squares)
Armor
Class
21 (-1
size, -1 Dexterity, +11 natural, +2 deflection), touch 10, flat-footed 21
Base Attack/Grapple +4/+13
Attack Maul +8
melee (2d8+7/x3) or bite +8 melee (2d6+7)
Full Attack Maul
+8 melee (2d8+7/x3) and bite +3 melee (2d6+7)
Space/Reach 10 ft./5
ft.
Special
Attacks
Change
shape, detect thoughts, spell-like abilities
Special
Qualities
Damage
reduction 10/cold
iron
, immunity to cold, low-light vison, unearthly grace,
vulnerability to fire
Saves Fort +9,
Ref +7, Will +8
Abilities Strength 21,
Dexterity 8, Constitution 16, Intelligence 15, Wisdom 10, Charisma 15
Skills Bluff
+15*, Diplomacy +17, Disguise +13* (+15 acting), Hide +2, Intimidate +17,
Move
Silently
+3, Sense
Motive
+11, Listen +11, Spot +11
Feats Improved
Natural Attack
(Bite), Great Fortitude, Persuasive
Environment Cold plains
Organization Solitary
or pair
Challenge
Rating
6
Treasure Standard
Alignment Always
chaotic evil
Advancement 9-12 HD
(Large)
Level
Adjustment
+6

This hideous humanoid stands
as tall as an ogre. Wrinkled folds of loose skin hang from its body. Two long
fangs curve upward towards its eyes, while another pair juts down past its chin.
Its bloodshot eyes weep drops of blood.

A manggus is a malevolent
fey shapeshifter that terrorizes human settlements and feeds upon the residents.
It relies on deception and Disguise to infiltrate these settlements, using its
powers to take a leadership position. Once in power, it demands offerings and
living sacrifices. If it cannot convince the humans to offer it tribute, a manggus
instead stalks the fringe of the community, picking off travelers or assaulting
outlying homes. A manggus will quickly move on to a new community if its ruse
is exposed or if food becomes scarce.

When a manggus takes a
mate, it mates for life. Other than this union, manggi typically avoid others
of their kind, as greater numbers increase their chances of being revealed to
their prey.

A manggus stands 8 to 10
feet tall and weighs 450 to 550 pounds.

COMBAT

In its natural form, a
manggus typically wields a great maul and bites with its oversized fangs. However,
a manggus prefers to fight in the shape of a more powerful creature. Regardless
of its form, a manggus fights fiercely in the first few rounds of combat as
long as it retains the upper hand, but if the fight turns against it, a manggus
flees or surrenders if those options are available. Otherwise, it fights to
the death.

Change Shape (Su): A
manggus can assume the shape of any Medium, Large, or Huge creature. The creature’s
hit dice cannot exceed twice the manggus’ hit dice. The new form must be
a creature that the manggus has personally seen. In a different form, the manggus
loses its natural attacks, but gains all extraordinary and supernatural abilities
of the new form. A manggus can remain in a form until it chooses to assume a
new one. A change in form cannot be dispelled, but a manggus reverts to its
natural form when killed. A true seeing spell or ability reveals its natural
form. If the manggus takes fire damage from any source, it is immediately forced
back into its natural form.

detect thoughts (Su):
A manggus can continuously use detect thoughts as the spell (caster level 8th;
Will DC 16 negates). It can suppress or resume this ability as a free action.
The save DC is Charisma-based.

Spell-like abilities:
At will–comprehend
languages
; 3/day–cause
fear
(DC 13), Contagion (+8
melee touch, DC 16). Caster level 8th. The save DCs are Charisma-based.

Unearthly Grace (Su):
A manggus adds its Charisma modifier as a bonus on all its saving throws
and as a deflection bonus to its Armor Class.

Skills: *When using
its change shape ability, a manggus gains a +10 circumstance bonus on Disguise
checks. If it can read an opponent’s mind, it gets a further +4 circumstance
bonus on Bluff and Disguise checks.

Originally found in
The Horde Campaign Setting (1990).

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and are used according to the terms of the d20 System License version 6.0.

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