Phineas Crow
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Marmanhig
Medium Undead
Hit Dice: 6d12 (42 hp)
Initiative: +0
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 16 (+6 natural) touch 10, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d6+4 plus Cursed Touch)
Full Attack: Slam +6 melee (1d6+4 plus Cursed Touch)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Cursed Touch
Special Qualities: Darkvision 60 ft., mimic voice, undead traits, vulnerability to water
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 17, Dex 10, Con --, Int 12, Wis 11, Cha 16
Skills: Bluff +11, Climb +12, Hide +11, Listen +12, Move Silently +9, Search +6, Spot +7
Feats: Alertness, Lightning Reflexes, Toughness
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Lawful Evil
Advancement: 7-12 HD (Medium)
Level Adjustment: --
Marmanhigs are undead beings that are drawn to civilization, where they can easily lure and consume the citizens of a community before moving on when the people begin to question the growing number of disappearances.
Humanoid in appearance, marmanhigs have grayish skin that is dry and rough, almost like a hide. Its head is a horrific visage with white luminescent eyes and a wide mouth with an ever-present grin. Lacking the decay that most undead have, it isn’t readily apparent that marmanhigs are in fact undead.
When feeding off a community a marmanhig will usually lair in an attic or cellar of one of the community’s homes. Most marmanhigs will have several other secondary lairs within the community which it will rotate living in every few days. This gives the marmanhig a chance to eavesdrop on several different unsuspecting home owners, learning their routines and allowing it to easily pick and choose who to eat next.
Combat
Marmanhigs try to avoid conflict against obviously dangerous opponents, finding helpless victims a much delectable morsel. It will, however, attack if it has been spotted or is threatened.
A favorite tactic of the marmanhigs is to hide on the high ceilings and drop down onto unsuspecting victims. Marmanhigs also use their mimic voice ability to lure people into an ambush.
Cursed Touch (Su): To use this ability, a marmanhig must successfully hit a living creature with its slam attack. The target can resist the attack with a successful Will save (DC 16). Failure to save results in the creature becoming sickened for 2d4+2 rounds. A delay poison or neutralize poison spell removes the effect from the sickened creature. A creature that successfully saves is immune to that same marmanhig’s cursed touch for 24 hours.
Mimic Voice (Ex): A marmanhig can accurately imitate the voice of anyone it has heard speaking before.
Vulnerability to Water (Ex): A marmanhig can be harmed with normal water which causes 1d6 points of damage on contact. If the marmanhig becomes totally immersed in water (such as falling into a river) it takes 10d6 points of damage per round.
Skills: A marmanhig has a +6 racial bonus on Climb and Hide checks. A Marmanhig can always choose to take 10 on Climb checks, even if rushed or threatened.
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