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Sasquatch (Bigfoot)

“Unbelievable Encounters: Shocking Sasquatch Sightings Revealed!”

Sasquatch (Bigfoot)
Midjourney

In the far reaches of the uncharted wilderness, tales of a mysterious and elusive creature known as the Sasquatch abound. The Sasquatch, a towering and enigmatic being, is said to roam the dense forests and towering mountains, far from the bustling cities and known lands of the time.

Local legends describe the Sasquatch as a colossal figure, covered in thick, dark fur, which shields it from the harsh elements of the untamed wilderness. Its massive, powerful frame moves silently through the ancient forests, leaving behind only faint traces of its passage. This creature is believed to possess incredible strength and agility, making it a formidable presence in these uncharted lands.

The people speak of the Sasquatch with a mix of fear and fascination. Some view it as a guardian spirit of the wilderness, while others regard it with trepidation, as encounters with this elusive being are rare and shrouded in mystery. It is said that the Sasquatch is a creature of the wild, living in harmony with the untamed nature that surrounds it.

In this era, as explorers and adventurers venture further into the unknown, the legends of the Sasquatch persist, adding an air of mystique to the vast, unexplored territories that stretch beyond the familiar boundaries of civilization.


  • Sasquatch 5e
  • Sasquatch Pathfinder

Sasquatch

Sasquatch1
Midjourney

Large humanoid (sasquatch), neutral

Armor Class 14 (natural armor)

Hit Points 84 (8d10 + 40)

Speed 40 ft., climb 30 ft.

STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)6 (-2)12 (+1)7 (-2)

Skills Perception +3, Stealth +4

Senses darkvision 60 ft., passive Perception 13

Languages understands Sylvan but can’t speak

Challenge 5 (1,800 XP)

Keen Smell. The sasquatch has advantage on Wisdom (Perception) checks that rely on smell.

Multiattack. The sasquatch makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 5) bludgeoning damage.

Rock Throw. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 14 (2d8 + 2) bludgeoning damage.

Woodland Camouflage. The sasquatch has advantage on Dexterity (Stealth) checks made to hide in forested terrain.

Innate Wilderness Affinity. The sasquatch has an innate connection to the wilderness. It can cast pass without trace at will without expending a spell slot.

Forest Guardian. The sasquatch is protective of its forest home. When within a forested area, it has resistance to all damage.

Actions

  • Terrifying Howl (Recharge 5-6). The sasquatch emits a bone-chilling howl. Each creature of the sasquatch’s choice that is within 60 feet of it and can hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the sasquatch’s Terrifying Howl for the next 24 hours.
  • Rock Shower (Recharge 6). The sasquatch hurls a massive boulder into the air, causing it to shatter into smaller rocks that rain down in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until cleared.

Legendary Actions

The sasquatch can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The sasquatch regains spent legendary actions at the start of its turn.

  • Move. The sasquatch moves up to its speed without provoking opportunity attacks.
  • Slam. The sasquatch makes one slam attack.
  • Howl (Costs 2 Actions). The sasquatch uses its Terrifying Howl.
  • This stat block represents the legendary Sasquatch, a guardian of the deep, ancient forests in your D&D world, a creature that instills fear and wonder in those who venture too close to its domain.
Sasquatch (Bigfoot)
Midjourney

Tall, burly, and hairy, this humanoid creature wields a large tree branch for a club and has a swinging, apelike gait.

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

Source: Pathfinder d20pfsrd.com

Despite their considerable bulk, sasquatches are incredibly stealthy creatures, capable of moving through forests in particular with astonishing grace and efficiency. The one trait that somewhat undermines sasquatches’ stealth is their distinctive odor a pungent, musky scent that is often noticeable even when the hidden sasquatches themselves are not apparent.

The elusiveness of sasquatches is such that even in a world where dragons and sea monsters are real, many urban scholars doubt the existence of the creatures, citing the lack of evidence of sasquatch lairs or remains as proof of their nonexistence. In truth, sasquatches are simply far more efficient at living in harmony with nature than most humanoids could ever hope to be.

To a sasquatch, a deadfall in a forest makes a perfectly fine home. When a sasquatch dies, its kin take pains to bury the body deep and hide all trace of the gravesite to protect the remains from scavengers and evil spirits alike. The sasquatch tongue is a relatively complex language that mixes vocalizations, howls, and “knocking”— the act of striking a solid surface (like a tree or boulder) with a club or stone—and thus tends to blend in with the ambient sounds of a forest.

A sasquatch is 8 feet tall and weighs 570 pounds. Rural populaces often have fond nicknames for these creatures, such as wild men, skunk apes, and perhaps most popularly, simply bigfoot.


Sasquatch CR 2
XP 600  

N Medium humanoid (sasquatch)

Init +2;

Senses Darkvision 60 ft., Low-Light Vision, Scent; Perception +5
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dexterity, +2 natural)  

hp 22 (3d8+9)

Fort +4, Ref +5, Will +1
OFFENSE
Speed 40 ft.  

Melee club +8 (1d6+9) or slam +8 (1d4+9)

Ranged rock +5 (1d4+9) Special Attacks rock throwing (120 ft.)
STATISTICS
Strength 22, Dexterity 15, Constitution 16, Intelligence 9, Wisdom 10, Charisma 11  

Base Atk +2; CMB +8; CMD 20

Feats Self-Sufficient, Skill Focus (Stealth)

Skills Heal +2, Perception +5, Stealth +10 (+14 in forested areas), Survival +10; Racial Modifiers +4 Perception, +4 Stealth (+8 in forested areas), +4 Survival

Languages Sasquatch SQ pungency, woodland stride
SPECIAL ABILITIES
Pungency (Ex)   A sasquatch’s odor is quite powerful, and can be detected at twice the normal distance by Scent.  

Woodland Stride (Ex) A sasquatch can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Undergrowth that has been magically manipulated to impede movement still affects the sasquatch. The elusive sasquatches earn their mysterious reputation rightly; they live in unpopulated forests and avoid confrontations with humanoids, only becoming violent when they feel threatened, when their territory is encroached upon, or when they feel they must protect their young. Left to their own devices, sasquatch families are perfectly content to live their lives in the deep woods, leaving behind little to no trace of their passing save for the periodic big footprint in the ground.
ECOLOGY
Environment temperate or cold forests  

Organization solitary, pair, or family (3-7)

Treasure standard

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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