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Sagari

*“The forest went silent—then came the whinny. By the time we looked up, Joren was already screaming.”


Appearance

A Sagari resembles a grotesque hybrid of beast and nightmare: a fanged horse’s head with glowing green eyes sits atop a sinuous tentacle-like body that tapers and twists with unnatural grace. Its slick, rubbery skin glistens in the dark, mottled with bruised purples and swampy greens. Despite its small size (barely 3 feet long), the creature’s presence is deeply unsettling—its equine features frozen in a permanent, leering rictus.


Behavior

Sagaris are solitary ambush predators or opportunistic pack hunters, using their eerie intelligence and supernatural flight to stalk prey from above. Despite lacking the physical strength to overpower many foes, they are cunning and patient, relying on terror, surprise, and status effects (like sickness and panic) to gain the upper hand. They rarely vocalize beyond their baleful whinny, and only attempt communication when not perceiving a creature as food.


Habitat

Found in dense forests, abandoned barns, or underground fungal caverns, sagaris prefer elevated perches from which to launch their attacks. They hang by their prehensile necks from tree limbs, rafters, or stalactites, camouflaged in the gloom, silently watching for movement below. Though solitary by nature, they occasionally form herds or harras when game is plentiful—or when drawn by blood.


Modus Operandi

A Sagari hunts with methodical cruelty. It remains still and silent until prey is directly beneath it. It then releases a Baleful Whinny, a supernatural screech that causes victims to retch and falter, before diving onto the weakest or most isolated target. Its tentacle lashes and biting jaws are not powerful, but swift and relentless. If resistance is too strong, it quickly retreats, often luring prey into a second ambush or back to its kin.


Motivation

Though driven primarily by hunger, the Sagari displays signs of sadistic curiosity. It seems to take pleasure in torment—lingering just out of reach, trailing victims silently through the trees, or whinnying from the shadows before a strike. Scholars believe Sagaris may be remnants of a forgotten aberrant lineage, possibly cast out from deeper subterranean ecologies for reasons unknown. They do not seek treasure or territory—they seek meat, fear, and the thrill of the hunt.


  • Sagari 5e
  • Sagari, Pathfinder

Tiny aberration, neutral evil
Challenge: 1 (200 XP)  Proficiency Bonus: +2
Role: Skirmisher / Controller
Tags: aberration, forest, ambusher, psychic, horror


Armor Class 14 (natural armor)

Hit Points 18 (4d4 + 8)

Speed 10 ft., fly 40 ft. (hover)


STRDEXCONINTWISCHA
6 (−2)16 (+3)14 (+2)6 (−2)12 (+1)14 (+2)

Saving Throws Dex +5, Wis +3

Skills Stealth +7, Perception +3

Damage Resistances psychic

Condition Immunities prone

Senses darkvision 60 ft., passive Perception 13

Languages understands Aklo but doesn’t speak


Traits

Aberrant Flight.

The Sagari can hover and fly with supernatural grace. Its flight is unaffected by magical winds or similar environmental effects.

Alien Mind.

A creature that attempts to read the Sagari’s thoughts or communicate with it telepathically must succeed on a DC 12 Wisdom saving throw or become sickened until the end of its next turn (see custom condition below).

Ceiling Climber.

The Sagari can move along walls, ceilings, and tree branches without needing to make ability checks, as if under the effects of spider climb.

Silent Lurker.

The Sagari has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.

Pack Ambusher.

If an ally is within 10 feet of the Sagari’s target, the Sagari has advantage on its first attack against that target each round.


Actions

Multiattack.

The Sagari makes two attacks: one with its Bite and one with its Tentacle Lash.

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
    Hit: 6 (1d6 + 3) piercing damage.
  • Tentacle Lash. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
    Hit: 4 (1d4 + 2) slashing damage. If the target is sickened, it takes an additional 3 (1d6) psychic damage.

Baleful Whinny (Recharge 5–6)

The Sagari releases a hideous, otherworldly whinny. Each creature within 30 feet that can hear it must make a DC 12 Constitution saving throw.

  • On a failed save: The creature is sickened for 1 minute (see condition).
  • On a successful save: The creature is unaffected and is immune to that Sagari’s Baleful Whinny for 24 hours.

This is a sonic, nonmagical, mind-affecting effect. A creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.


Custom Condition: Sickened

While sickened, a creature has:

  • Disadvantage on attack rolls
  • Disadvantage on ability checks
    The condition lasts 1 minute or until the creature succeeds on a saving throw (Constitution, DC 12) made at the end of each of its turns.

Tactics & Behavior

  • Lurks silently in elevated positions such as tree branches or rafters.
  • Leads with Baleful Whinny, then targets the most vulnerable or sickened prey.
  • Cooperates in packs, staggering their whinnies to keep pressure on the party.
  • Retreats if outmatched, often attempting to bait foes into a second ambush.

Environmental Notes

  • Often found in dark forests, abandoned barns, or caverns.
  • May be encountered alone, in pairs, or in “harras” (packs of 3–6).
  • Known to prey on livestock and travelers, avoiding stronger foes unless desperate or emboldened by numbers.

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]  

This unsettling creature has the head of a fanged, green-eyed horse and a body that is little more than a writhing tentacle.

Source: Pathfinder d20pfsrd.com

The tentacle of a sagari is not strong enough to grab or strangle enemies, but serves the creature well as an additional attack to augment its bite. Sagaris are strictly carnivorous, and while they resort to feeding on carrion if necessary, they greatly prefer fresh meat. When a sagari makes its way into a settlement either to wreak havoc or by accident, it can be found hanging from the rafters of a barn or some other structure with a tall ceiling.

Stabled livestock are ideal prey for sagaris, who can swiftly kill and devour the flesh of a trapped animal in minutes. A sagari will not attack a creature that it suspects is much stronger, though it will sometimes assault groups of creatures, hoping to sicken enough of its foes to distract them while it attacks the weakest individual.

Sagaris are thought to have originally come from the vast caverns beneath the world’s surface. While sagaris can speak, they rarely do so with those they deem prey, seeing little point in communicating with food. Despite their relative intelligence, sagaris rarely form societies of any nature, at most traveling in roving packs in search of larger prey to take down as a group.

A sagari is 3 feet long from mouth to tentacle and weighs 30 pounds.

Sagari CR 1/2
XP 200

NE Tiny aberration

Init +2; Senses Darkvision 60 ft.; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dexterity, +2 size)

hp 7 (1d8+3)

Fort +3, Ref +4, Will +2
OFFENSE
Speed 10 ft., Fly 30 ft. (perfect)

Melee bite +1 (1d4-1), tentacle +1 (1d4-1)

Space 2-1/2 ft.; Reach 2-1/2 ft.

Special Attacks baleful whinny, lashing strike
STATISTICS
Strength 8, Dexterity 15, Constitution 17, Intelligence 6, Wisdom 11, Charisma 14

Base Atk +0; CMB +0; CMD 9 (can’t be tripped)

Feats Lightning Reflexes

Skills Fly +10, Perception +4, Stealth +14

Languages Aklo

SQ flight
SPECIAL ABILITIES
Baleful Whinny (Su)   As a standard action, a sagari can emit a monstrous whinny. Any creature within 60 feet must succeed at a DC 12 Will save or become sickened for 1d4 rounds by the hideous sound. This is a sonic, mind-affecting effect. Whether or not the save is successful, the affected creature is immune to the same sagari’s baleful whinny for 24 hours. The save DC is Charisma-based.  

Flight (Su)   A sagari’s flight is supernatural in nature.  

Lashing Strike (Ex) Although a sagari is Tiny, it does not provoke attacks of opportunity when it makes melee attacks. In addition, its tentacle attack is a primary attack. Sagaris haunt forest trails, hanging upside-down from tree branches by the grotesque tentacles that make up their necks. Unexpectedly intelligent, these cruel aberrations swoop down from their perches to attack unsuspecting travelers wandering through the forests. Their piercing whinny causes sickness within those who hear it, the sound waves reverberating within the victims’ chests and causing them to feel unwell. Groups of sagaris are particularly dangerous, filling the air with their terrifying neighs and diving upon utterly helpless, nauseated victims in a rush.
ECOLOGY
Environment any forests

Organization solitary, pair, herd (3-8), or harras (9-16)

Treasure none

Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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