Mamono (CR 4)
AC: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Hit Dice: 6d8+24 (51 hp); DR: 5/honorable
Fort +9, Ref +8, Will +9
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +1
Attack: 2 arms +8 melee, bite +3 melee
Full Attack: 2 arms +8 melee, bite +3 melee
Damage: Arm 1d6+4 plus 2 Taint, bite 1d8+2 plus 2 Taint
Special Attacks/Actions: Taint
Abilities: Str 18, Dex 17, Con 18, Int 11, Wis 18, Cha 21 (Ego: 10)
Special Qualities: Alter self, invisibility rejuvenation, light sensitivity,
Feats: Dodge; Mobility; Spring Attack
Skills: Bluff +15, Diplomacy +9, Disguise +15*, Intimidate +7, and Sense Motive +10
Advancement: 7-18 HD (Medium-size)
Climate/Terrain: Any land and Shadowlands
Taint (Su): Those hit by a mamono's bite or claw attack must succeed at a Fortitude save (DC 17) or have their Taint score increased by 1.
Alter Self (Su): A mamono can assume the shape of any Small or Medium-size humanoid. This works like alter self as cast by an 18th-level sorcerer, but the mamono can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action.
Invisibility (Sp): A mamono can use the invisibility spell at will.
Rejuvenation (Su): If a mamono is killed at night, it reawakens in 2 hours, completely healed and very angry. The only reliable way to kill a mamono is to cut it into three or more parts and bury them separately. A mamono cannot rejuvenate if killed during the day or exposed to direct sunlight.
Light Sensitivity (Ex): When exposed to the light of the sun a mamono takes 1d8 points of damage per minute of exposure.
In human form, a mamono attacks with a weapon or unarmed, but if it is severely threatened it reverts to its natural form and uses its formidable natural weaponry.
Shadowlands are the source of evil in the campaign setting of Rokugan, the festering pit from which oni crawl, slither, and fly to wreck their foul destruction on humanity. The denizens of the Shadowlands are inhuman monstrosities. Many of them are spirits bound into corporeal form, and most are shapeshifters. Of all the creatures found in the Shadowlands, only the nezumi remain uncorrupted by the foul taint of the place - all others are utterly, irredeemably evil.
Shadowlands creatures share a certain immunities and vulnerabilities. They are immune to harmful effects of the Shadowlands Taint, for they are already fully corrupted by their very nature. Even if they have damage reduction, they are harmed by jade and obsidian weapons, and they cannot regenerate or naturally heal wounds dealt by such weapons. They are also affected by crystal weapons (Chapter 8, Oriental Adventures) (Note: Non-magical weapons made out of crystal, or crystal weapons created by means other than the Craft Crystal Weapon feat, have no special properties against Shadowlands creatures.)
For purposes of detect Taint, spellcasting, and other effects, a Shadowlands creature is considered to have a Taint score equal to half its Charisma score (round down). Undead creatures add +1 to this number, while outsiders add +2.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.