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Asanbosam (Age of Ashes)Creature 6


CELargeHumanoid
Source Pathfinder #146: Cult of Cinders
Perception +17 (darkvision)
Languages Mwangi
Skills Acrobatics +14, Athletics +16, Intimidation +15, Stealth +16, Survival +14
Str +5, Dex +4, Con +2, Int -3, Wis +1, Cha -2

AC 24; Fort +15; Reflex +17; Will +10;
HP 95
Speed 35 feet (climb 20 feet)

Cold Iron Jaws One Action +17 (+12, +7) to hit (deadly d8) 2d8+7 Piercing
Claw One Action +17 (+13, +9) to hit (agile, reach 10) 2d6+7 Slashing

Attack from Above Two Actions

If an asanbosam is positioned above a target (usually by using its Climb speed), it can make a claw Strike with its reach increased to 15 feet. This Strike deals an additional 1d6 slashing damage, and if it hits, the asanbosam Grabs the target and pulls it to a space adjacent to the asanbosam. This counts as two attacks when calculating the asanbosam's multiple attack penalty.

Drink Blood One Action

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within reach of the asanbosam's jaws.


Effect The asanbosam sinks its teeth into the creature to drink its blood. If the victim is grabbed, this is automatic; otherwise, the asanbosam must succeed at an Athletics check against the victim's Fortitude DC. The victim becomes Drained 1 and the asanbosam regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained increases the victim's drained value by 1, but doesn't restore any HP to the asanbosam.

A victim's drained condition decreases by 1 each week. A blood transfusion, which requires a successful DC 20 medicine check and a blood donor or sufficient blood, reduces the drained value by 1 after 10 minutes.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Asanbosams are monstrous, hairy humanoids with cold iron fangs and muscular limbs that end in powerful, hooked claws. They hide in treetops and grab prey from above, latching onto their unfortunate victims' necks to drain their blood. Locals in nearby communities tell horror stories of these "bloodsucking tree-folk," and experienced jungle explorers keep a close watch on the treetops in asanbosam territory.

An asanbosam's diet calls for a large amount of iron to maintain the integrity of its oversized cold iron teeth. When not hunting or mating, an asanbosam spends its waking hours chewing on certain types of rocks to sharpen its teeth.

Some folk tales claim that asanbosams are as old as time and are the original source of cold iron, and that veins of the metal found in the ground are the buried graveyards of ancient asanbosams. Brave poachers often infiltrate asanbosam territory to hunt these monsters in the hope of collecting sacks of their valuable teeth.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.