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SabosanCreature 5


NEMediumHumanoid
Source Pathfinder Bestiary 3
Perception +10 (echolocation 20 feet, low-light vision, scent (imprecise) 30 feet)
Languages Abyssal, Mwangi
Skills Acrobatics +16, Athletics +11, Stealth +16
Str +4, Dex +5, Con +2, Int -1, Wis +1, Cha +0

AC 22; Fort +11; Reflex +14; Will +10;
HP 78
Speed 25 feet (fly 25 feet)

Jaws One Action +15 (+10, +5) to hit (finesse) 2d10+4 Piercing
Claw One Action +15 (+11, +7) to hit (agile, finesse) 2d8+4 Slashing
Spear One Action +15 (+10, +5) to hit 1d6+7 Piercing
Spear One Action +16 (+11, +6) to hit (thrown 20) 1d6+7 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Echolocation 20 feet

A sabosan can use their hearing as a precise sense at the listed range.

Drain Blood One Action

Requirements The sabosan has a creature Grabbed


Effect The sabosan drains blood from the creature. The creature must succeed at a DC 23 fortitude save or become Drained 1. The sabosan gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature.

Fell Shriek Two Actions (auditory)

The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan creatures in this area must each succeed at a DC 23 fortitude save or be Deafened for 1 minute.

Powerful Charge Two Actions

The sabosan Strides up to double their Speed and then makes a claw Strike. If the sabosan moved at least 20 feet, they deal an additional 1d6 damage on a hit.

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.


Sabosans are intelligent, bat-like humanoids who live in warm forests and drink the blood of other creatures, particularly people. They have thin, emaciated torsos and broad, leathery wings that can reach a span of almost 20 feet. Sabosans' heads, necks, shoulders, and upper chests are covered with red or dark-brown fur that obscures their stretched-thin flesh. Though their ears are large and pointed like a bat's and they can echolocate as bats do, their vision is also quite strong, enough so that they can use it to easily track quarry in low light.

Some naturalist scholars believe that sabosans are distant descendants of humans who were afflicted with vampirism but managed to avoid succumbing to undeath. Others posit they were once a cult of demon worshippers whose dark rites transformed them into their current forms. No matter their true origins, sabosans have infamous reputations among towns and cities south of Golarion's equator. Even mere rumors of sabosans in an area are enough to set off city-wide hunts, and the truly superstitious aren't above setting fires near every grotto, nook, and foxhole they come across in order to smoke out the nocturnal creatures.

Sabosans hunt during the twilight hours or just after dark, when their echolocation gives them an edge over sleeping prey. They are capable hunters but indiscriminating when it comes to food sources; their rapid metabolisms means sabosans must eat nearly 20 pounds of meat and fruit per day, supplemented, of course, with copious amounts of blood.

Sabosans' obscure faith reveres two deities: the slain Demon Lord Vyriavaxus, Lord of Shadows, and the nearly forgotten sun god Easivra. Vyriavaxus has an obvious link with the creatures, with his appearance as a giant bat, but their connection to the sun god hints at a complex depth in sabosan beliefs.


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.