Creatures of Rust Moon – The Sasquatch

Hello, everyone! This week, Hans has taken our blurriest cameras out to the woods in the Umber Hills regions, northwest of Rust Moon, to try and find the legendary sasquatch!

The furthest reaches of the Rust Moon territory are filled with rumors of hairy “mountain men.” The identity of these mountain men may be heavily debated, but, based on their general disposition to help stranded travelers, they seem to mean no harm. Nevertheless, an abundant trade exists for guides to seek the fabled “bigfoot.” A man in the far southern lands even claims to sell the only known Sasquatch pelt, and states that he lives far away from the lands these creatures call home as a precaution against their vengeance.

Some sasquatches use their magic to pass in human settlements as regular, extraordinarily quiet folk, doing mostly manual labor for a meager living. They are a peaceful lot and would rather avoid conflict when possible, using their Invisibility to fade away while drawing attention away with a Major Image. Despite persecution, sasquatches are generally friendly, and often go out of their way to guide lost adventurers back to civilization without any expectation of a reward for their trouble.

Sasquatches are not known to have many interactions with the Lycans of the Territory. One small rumor in a faraway settlement says that sasquatches are immune to lycanthropy and that their blood cures the curse. This has gone unproven due to sasquatch hunters’ inability to catch one of these elusive creatures.

Sasquatch

Large monstrosity, neutral good

AC 13 Initiative +5 (15)

HP 135 (18d10+36)

Speed 30 ft.

STR 16 +3 +3 DEX 12 +1 +1 CON 14 +2 +2

INT 12 +1 +1 WIS 16 +3 +3 CHA 8 -1 -1

Skills Perception +11, Performance +3, Stealth +9

Senses Passive Perception 21

Languages: Yeti, understands Common

CR 9 (XP 5000; PB +4)

ACTIONS

Multiattack. The Sasquatch makes two Beast Fist attacks and one Sweeping Fist attack.

Beast Fist. +7, reach 10 ft. Hit: 23 (3d12+3) Bludgeoning damage.

Sweeping Fist. +4, reach 10 fit. Hit: 10 (2d6+3) Bludgeoning damage. Strength Saving Throw: DC 16, each creature within a 10-foot Emanation originating from the Sasquatch. Failure: The target has the Prone condition.

Spellcasting. The Sasquatch casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):

3/day: Blur, Disguise Self, Invisibility

1/day: Major Image

REACTIONS

Disappearance. Trigger: the Sasquatch is Bloodied. Reaction: The Sasquatch casts Invisibility on itself.


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