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Munuane

Large giant, neutral evil

Armor Class 16 (natural hide)
Hit Points 196 (23d10 + 70)
Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 24 (+7) 9 (–1) 15 (+2) 8 (–1)

Saving Throws Str +11, Dex +8, Con +12
Skills Athletics +9, Perception +6, Stealth +7, Survival +6
Damage Resistances All damage but force, psychic, and radiant Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, Giant
Challenge 13 (10,000 XP)

SPECIAL TRAITS

  • Confusing Gaze. When an individual starts its turn within 30 feet of the munuane and is able to see the monster’s eyes, the munuane can magically force the individual to make a DC 18 Charisma saving throw, unless the munuane is incapacitated. On a failed saving throw, the creature cannot take reactions until the start of its next turn and rolls 1d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it cannot see the munuane until the start of its next turn, when it can avert its eyes again. If the creature looks at the munuane in the meantime, it must immediately make the save. Command Confused. If an individual falls under the effect of the munuane’s confusing gaze, the creature can use its action to alter the confusion effect and instead command the confused victim to wander off and into a nearby trap or natural hazards within 300 feet, such as a quicksand pool, a pit trap, or a ravine. If the trap or hazard poses an obvious visible danger to the victim, or an ally shouts out to call the victim’s attention to the danger, she gets another save to break the confusion effect. Otherwise, the confused victim walks directly towards the danger until she triggers the trap or hazard. Once the trap or hazard triggers, the confusion effect ends.
  • Weakness. Blinding the munuane makes the creature vulnerable to physical attacks. It loses all of its immunities and resistances until the blindness condition is removed.

ACTIONS

  • Multiattack. The munuane makes two melee attacks or one longbow attack.
  • Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
  • Longbow. Ranged Weapon Attack: +8 to hit, 150/600ft., one target. Hit: 11 (2d6 + 4); piercing damage.
  • Death Arrow (Recharge 6). When using its longbow, the munuane can lock in on a single target with deadly accuracy. The next arrow it shoots automatically hits and the munuane makes an attack roll; if this roll would hit, the attack is a critical hit.

ABOUT

Munuanes are hideously deformed ogres that hunt and devour humanoids caught venturing into their remote jungle territories. The creature’s tall frame is lank and sinewy, with a distended belly and hunched posture. It has no eyes in its oversized head, only a flattened nose, and a toothless, turtle-like beak. They have a sickly, pallid complexion and colourless mousey hair which they wear long. Most disturbingly, from each of the creature’s kneecaps bulges an unblinking swollen eye. The munuane is 10 feet tall and weighs 500 pounds. Munuanes live in mated pairs in simple mud huts deep within the jungles near navigable bodies of water from which they fish and drink. They do not gather in large groups to avoid attracting the attention of outsiders. Able craftsmen, they build their own homes, tools, and weapons, as well as reed-woven rafts which they use to patrol the rivers and swamps of their hunting grounds. They are superb hunters, infamous for carrying only a single arrow and never missing a shot.

Nature’s Stewards. Munuanes are incredibly protective of their territories. They serve as self-appointed stewards and vengefully punish any creature observed taking fish, wood, or other resources from the land. They know all the pitfalls and particular locations of their territory and what creatures live in different regions and the location of any valuable resources.

Epicurean Cannibals. Though they sustain themselves on fish, a munuane’s preferred meal is a freshly cooked humanoid. They actively hunt and trap humanoids in their territories, and occasionally hunt them outside their lands when prey becomes scarce. After a kill, they take great care in preparing their meals, stewing the meat for hours or days in great clay cooking pots with many spices. The smell of their cooking is enticing, often luring more unwitting victims into the creature’s clutches.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.