Mngwa
System: Pathfinder | SRD
Mngwa
CR 7
XP 3200
Init +8
;
Senses darkvision 60 ft., low-light vision, scent; Perception +10
Defense
AC 20, touch 13, flat-footed 16 (+4 Dex, +7 natural, –1 size)
hp 85 (9d10+36)
Fort +10,
Ref +10,
Will +6
DR 10/magic
Immune disease, poison
Weaknesses sunlight powerlessness (affected by daylight )
Offense
Speed 40 ft.
Melee bite +15 (2d6+7 plus grab), 2 claws +16 (1d8+7 plus 1d6 bleed and grab)
Space 10 ft.,
;
Reach 5 ft.
Special Attacks murderous claws, pounce, rake (2 claws +16, 1d8+7 plus 1d6 bleed)
Spell-Like Abilities (CL 9th; concentration +9)
CMB +17 (+21 grapple)
CMD 31 (35 vs. trip)
Statistics
Str 24,,
Dex 18,,
Con 18,,
Int 3,,
Wis 13,,
Cha 11
Base Atk +9
Feats Combat Reflexes , Improved Initiative , Iron Will , Skill Focus (Stealth) , Weapon Focus (claw)
Skills Acrobatics +14, Climb +11, Perception +10, Stealth +15 (+23 in forest terrain), Swim +11
Languages Aklo (can’t speak)
SQ creature of the night, focus of hate, jungle stealth
Special Abilities
Creature of the Night (Su) A mngwa exists only at night, appearing at sunset and fading away at sunrise. It receives the benefit of a heal spell (CL 15th) each night when it reappears. A mngwa’s connection to darkness is so strong that it has sunlight powerlessness even within the effects of a daylight spell. However, a daylight spell that affects a mngwa loses 10 minutes of duration for each round it affects a mngwa in this way.
Focus of Hate (Su) A mngwa comes into being to punish a hated creature or group of creatures, and survives only as long as its focus of hate exists. The mngwa fades away permanently if its focus of hate dies (or if all members of the group die). A mngwa knows the direction and general distance to its focus of hate (or the nearest member in the case of a group). This sense can be blocked by any effect that blocks scrying. While its focus of hate exists, a mngwa destroyed through violence fades away and reappears fully restored in 1d4+1 days. The only way to permanently destroy a mngwa is to appease the spirits responsible for its creation—typically by killing its focus of hate or redressing the wrong that angered the spirits.
Jungle Stealth (Ex) A mngwa in forest terrain can move at full speed using the Stealth skill without penalty.
Murderous Claws (Ex) A mngwa deals an additional 1d6 points of bleed damage with its claw and rake attacks, and each subsequent successful claw and rake attack increases the amount of bleed damage by 1 (up to a maximum of 1d6+7 points of bleed damage). A successful DC 20 Heal check or the application of any magical healing stops the bleeding.