Manananggal
Medium undead, chaotic evil
- Armor Class: 16 (natural armor)
- Hit Points: 187 (25d8+75)
- Speed: 30 ft., fly 60 ft.
- Str: 19 (+4)
- Dex: 17 (+3)
- Con: 16 (+3)
- Int: 12 (+1)
- Wis: 16 (+3)
- Cha: 21 (+5)
- Saving Throws: Str +7, Wis +6
- Damage Immunities: Poison
- Condition Immunities: Poisoned
- Skills: Deception +8, Stealth +6
- Senses: Darkvision 60 ft., Passive Perception 13
- Languages: Abyssal, Common
- Challenge: 8 (3,900 XP)
Special Traits
- Deceptive Noises. A manananggal emits a clicking noise as it flies, which can be detected with a DC 10 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).
- Prehensile Tongue. A manananggal that is currently separated can extend an impossibly long prehensile tongue from its mouth. This tongue ends in a lamprey-like sucker, and can be extended as far as 20 feet, increasing the reach of its bite attack to that amount. This tongue is somewhat unwieldy, and the manananggal suffers disadvantage on attack rolls made with the tongue. Finally, the tongue can be pressed against an incapacitated or willing creature to drain blood from it, reducing its Constitution by 2 for each minute that it remains attached. Sleeping or unconscious creatures that have their blood drained in this way may make a DC 10 Wisdom (Perception) ability check to be awakened by this feeding, once per minute.
Actions
- Multiattack. The manananggal makes two bite attacks.
- Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage.
About
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. Its lower torso is incapacitated, but its upper torso gains its fly speed and natural attacks at this time. The upper and lower portions share the same pool of hit points (despite any intervening distance), and if the incapacitated lower portion is damaged, the manananggal is immediately aware of the attack. A manananggal must return to its lower torso and reattach to it as an action before sunrise-each round a manananggal remains separated after sunrise, its hit points are reduced by 1d6 until it rejoins its lower torso or it is reduced to 0 hit points, crumbling into dust.
Horrid undead, manananggals walk among the living by day and prey upon them at night. These creatures delight in spreading fear and distrust. 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.
Manananggals particularly enjoy feeding upon pregnant women, targeting them in their sleep so the undead may feast on the blood of both mothers and the children they carry.
These foul creatures drain blood via their long, black, hollow tongues. Manananggals despise the scent of garlic and strong spices like cloves and anise. As they fly through the night, manananggals make a ticking or clicking sound, leading some villagers to call the creatures “tik-tiks.” Once separated, a manananggal’s mobile torso has a 6-foot wingspan.
Sources
Stats: Manananggal - 5th Edition SRD
Character in image: Corazon Marikit from Monster High
Ender Dragon
Gargantuan dragon, chaotic evil
- Armor Class: 22 (natural armor)
- Hit Points: 350 (20d20 + 140)
- Speed: 30 ft., fly 120 ft.
- Str: 27 (+8)
- Dex: 14 (+2)
- Con: 25 (+7)
- Int: 10 (+0)
- Wis: 15 (+2)
- Cha: 19 (+4)
- Saving Throws: Con +13, Int +6, Wis +8
- Damage Resistances: Fire
- Damage Immunities: Necrotic
- Condition Immunities: Charmed, Frightened
- Skills: Perception +14, Stealth +8
- Senses: Darkvision 240 ft., Passive Perception 24
- Languages: Draconic
- Challenge: 19 (XP 22,000; PB +6)
Special Traits
- Dragon Egg. When the Ender Dragon drops to 0 hit points, it radiates beams of purple light and then disappears, leaving behind an inert, jet-black dragon egg worth 5,000 gp.
- Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
- Multiattack. The dragon makes one Bite attack and uses Beating Wings.
- Bite. Melee Weapon Attack: +14 to hit; reach 15 ft., one target. Hit: 18 (3d6 + 8) piercing damage plus 7 (2d6) necrotic damage.
- Beating Wings. The dragon beats its great wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 10 (1d4 + 8) bludgeoning damage, be pushed 10 feet away from the dragon, and have the prone condition.
- Harmful Breath (Recharge 5–6). The dragon exhales putrid gas in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a successful one. The dragon then chooses a point it can see where the cone makes contact with the ground. That point becomes the center of a 10-foot-high, 10-foot-radius cylinder of lingering gas that disappears at the start of the dragon's next turn. Any creature that starts its turn in the cylinder takes 10 (3d6) necrotic damage.
About
The mighty Ender Dragon is one of a kind—a vast, flying creature with void-black scales and purple eyes. It soars above the central island of the End. No one can say whether it is a guardian or a prisoner of the End, but either way, the Ender Dragon challenges anyone who enters its domain.
The Ender Dragon buffets enemies with great wings, engulfs foes with its gaseous breath weapon, and delivers crushing bites with its powerful jaws. Its hide is strong enough to deflect all but the deadliest weapons.
End Crystals
The Ender Dragon has a special relationship with the ten 40-foot-tall obsidian towers scattered around the central island of the End. At the top of each tower is an End crystal that sends a beam of healing energy to the Ender Dragon when it flies nearby. If slain, the Ender Dragon can be brought back to life by placing four End crystals on the portal that leads back to the Overworld.
- Crystal Healing. When the Ender Dragon ends its turn within 60 feet of an End crystal, the crystal emits a healing beam that causes the dragon to regain 20 hit points. The dragon can benefit from such healing only once per turn.
- Crystal Statistics. An End crystal is a Large object that has Armor Class 11; 30 hit points; vulnerability to bludgeoning and thunder damage; resistance to piercing and slashing damage; and immunity to poison and psychic damage. When a crystal is destroyed, it explodes in a 20-foot-radius sphere of destructive energy. Any creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one.
Sources
Stats + image: Ender Dragon - 5etools
Back-up Stats: Monstrous Compendium Vol. 3: Minecraft Creatures