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SasquatchCreature 2


UncommonNMediumHumanoid
Source Pathfinder Bestiary 3
Perception +8 (low-light vision, scent (imprecise) 30 feet)
Languages Sasquatch
Skills Athletics +9, Intimidation +5, Stealth +9, Survival +6
Str +5, Dex +1, Con +3, Int -1, Wis +2, Cha +1

AC 17; Fort +11; Reflex +7; Will +6;
HP 36
Speed 30 feet

Fist One Action +11 (+6, +1) to hit 1d10+5 Bludgeoning
Rock One Action +9 (+4, -1) to hit (brutal, range increment 30) 1d6+5 Bludgeoning

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.

Catch Rock Reaction

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.

Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.


Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock

Emerge From Undergrowth Free Action

Trigger The sasquatch is in forest terrain and rolls Stealth for Initiative


Effect The sasquatch Strides up to half their Speed, after which they attempt to Demoralize a single creature within 15 feet.

Brutal Blows

On a critical hit with a fist Strike, the target is knocked Prone by the blow.

Forest Stride

The sasquatch ignores difficult terrain in forests.

Pungent

The sasquatch's odor is quite powerful and can be detected at twice the normal distance by scent.

Threatening Visage

The sasquatch doesn't take a penalty to Demoralize a creature that doesn't understand their language.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.


The elusive sasquatches dwell in the deepest, most remote and secluded tracts of wilderness. They avoid confrontations with humanoids unless drawn out by curiosity. In such cases, glimpses through the underbrush are typically the best an onlooker can hope for, as sasquatches are perfectly content to live their lives in peace hidden in the deep thickets of the wild.

Despite their considerable bulk, sasquatches are capable of moving through forests with surprising grace and efficiency. Often, their distinctively pungent odor or the discovery of a few sets of unusually oversized footprints are the only signs of their presence. These footprints have helped to engender a popular nickname, "bigfoot," for these mysterious creatures.

While normally nonconfrontational, a sasquatch can be driven to violence when startled or when their homeland is threatened, be it by the expansion of pioneers or the intrusion of fell supernatural influences. Usually, a sasquatch's attack lasts as long as it takes to frighten away a foe; they rarely pursue those who flee from their displays of dominance.

Sasquatches speak their own language, which mixes sounds easily mistaken for ambient wildlife calls and knocking-most often by striking a solid surface (such as a tree) with a branch or a stone -allowing a whole family of sasquatches to carry on conversations without alerting nearby humanoids. Even in death they avoid leaving traces behind, for when a sasquatch dies, their kin take pains to bury the body deep and hide the grave site well to protect the remains from scavengers and evil spirits alike.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

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