Size:
± Small
Type:
± Aberration
Form:
Temper:
# App:
± solitary, pair, or shoal (3-22)
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 77 (14d6 + 28)
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 20 ft.
Climb/Arboreal:
Flight:
± 60 ft. (good)
Swim:
± 40 ft.
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Pathfinder 1e
Actions/Abilities/Traits: Pathfinder 1e
Special
Group Grappler (Ex)
A ningyo has a +2 racial bonus on combat maneuver checks. When two or more ningyos are grappling the same creature, each gains a +1 bonus on grapple combat maneuver checks and a +1 bonus on grapple damage rolls.
Special
Ningyo Flesh
Ingested; save Fort DC 12; onset 1 minute; frequency 1/minute for 4 minutes; effect 1d2 Int damage; cure 2 saves.
Special
Nocturnal Undeath (Su)
The body of a ningyo never rests peacefully. Every night, an hour after sundown, an intact ningyo corpse animates; its type changes to undead (aquatic), and it gains undead immunities, bonus hit points based on its Charisma instead of Constitution, and the startle ability. At dawn, the undead ningyo becomes a corpse again. An undead ningyo knows when the dawn is coming and attempts to find shelter so it is not discovered as a corpse. A ningyo missing a limb, head, or tail does not animate at night, but can do so if reunited with its missing body part. A ningyo corpse that is burned or torn apart and its pieces scattered does not rise as an undead.
Special
Poison Flesh (Ex)
Any creature that bites a ningyo or swallows any part of it becomes poisoned.
Special
Startle (Su)
If an undead ningyo attacks in the surprise round, its target must attempt a DC 11 Will save. Success means the target is shaken for 1 round; failure means it is frightened for 1d4 rounds. The target can only be affected by that ningyo's startle once every 24 hours. Creatures with 6 or more Hit Dice are immune to this ability. This is a mind-affecting fear effect. The save DC is Charisma-based.
Special
Swarming (Ex)
Up to two ningyos can share the same square at the same time. If two ningyos in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Action
Feat 1
Step Up
Action
Melee 1
2 claws +2 (1d3-1)
Action
Melee 2
bite +2 (1d4-1)
Treasure
standard
Environments
warm oceans
Actions/Abilities/Traits: Pathfinder 1e
Curse of the Open Sea. Fishermen scream in horror and release their lines when they pull a ningyo from the sea, not only because of its frightful visage, but also because legend holds that ningyo are harbingers of destruction and ill fortune. A fisherman who takes home a ningyo is cursed with bad luck, and a village which sees one dead upon its shores is marked for doom.
Flesh of Eternal Youth. Legend tells that anyone who consumes the raw flesh of a ningyo will live forever. The tale goes that a man caught a ningyo and served it as sashimi to his fellow fisherman without realizing what it was. One man noticed that it was a ningyo and, not wishing to offend his host, told his friends to secretly dispose of their meal. One man, drunk on sake, forgot that he put his ningyo sashimi in his pocket and gave it to his adult daughter when he returned home. The daughter ate it and lived with eternal youth, marrying many lovers and watching them die while she remained young. After 800 years, she returned to her hometown and took her own life.
5e SRD